MetaHuman characters and MetaHuman-compatible assets published on Fab must use the format and structure that is appropriate for the product type. For example, skeletal clothing has different requirements than an editable character.
This works best when starting from a relatively clean project.
General Project Structure
You must create the assets for each product type under a single top-level folder. For example all editable characters should be saved under a single folder. We recommend using a different folder for each type of asset.
By default, MetaHuman Manager will look in the following locations in the table below for assets to verify and package.
| Asset Type | Path |
|---|---|
Character Assemblies |
|
Skeletal Clothing |
|
Outfits |
|
Grooms |
|
You can configure these folders in the Project Settings under Plugins > MetaHuman SDK > Packaging Paths.
Within each top-level folder, you must organize the assets as described in the following sections.
Editable Characters
An editable character ready for packaging contains all of the assets used by the character in a single folder. Name this folder [character_name].
Editable characters are a single instance of a MetaHuman Character asset. The name of this asset should be the same as the [character_name] folder.
The MetaHuman Character asset may be accompanied by a folder that contains any dependent assets. The name of this folder is the same as the
[character_name] folder. You can organize any dependent assets within this folder to suit your own requirements.
The MetaHuman Character asset can use up to three-letter prefixes based on the recommended asset naming conventions, for example MHC_[character_name]. The top-level and dependent assets folder can choose to omit this.
The following is an example of the folder structure for an editable character.
.
└── [character_name]/
└── MHC_[character_name].uasset #MetaHuman Character asset/
└── [character_name] # Folder of dependent assets/
├── [...].uasset
Character Assembly
A character assembly ready for packaging contains all of the assets used by the character in a single folder. Name this folder [character_name].
A character assembly must include the Blueprint asset for the character that is used to create instances of the character in a level. You should save the asset in a folder that is also named after the character.
The character assembly should be accompanied by a Common folder.
To specify a custom location for the Common folder during assembly, you must first set the Enable Experimental Workflows option in the Project Settings.
The following is an example of the folder structure for a character assembly.
.
└── [character_name]/
├── [character_name]/
│ ├── BP_[character_name].uasset #Blueprint asset
│ ├── [...].uasset
It is not recommended to create a character assembly by hand. Use the assembly options that are provided in the MetaHuman Character asset to ensure that all the necessary assets are created correctly.
Grooms
A groom ready for packaging will contain all of the assets used by the groom in a single folder. Name this folder [groom_name].
Grooms include a single instance of a groom binding asset. The name of this asset should be the same as the [groom_name] folder. It can include a MetaHuman Wardrobe Item asset.
This binding asset joins the groom to the skeletal mesh that the groom was authored against. Save the binding asset in a folder, alongside any other dependent assets. The name of this folder is the same as the [groom_name]. You can organize any other dependent assets within this folder to suit your own requirements.
The groom binding asset can use up to three-letter prefixes based on the recommended asset naming conventions, for example G_[groom_name]. The top-level and dependent assets folder can choose to omit this.
The following is an example of the folder structure for a groom.
.
└── [groom_name]/
├── GB_[groom_name].uasset #Groom Binding asset
├── WI_[groom_name].uasset #Optional MetaHuman Wardrobe Item asset
└── [groom_name]/ ##Folder of dependent assets
The groom must contain the skeletal mesh that the groom was authored against. This must match the position of the curves found in the groom asset, and the UVs must match the MetaHuman UV coordinates. This mesh must be assigned to the source and target skeletal mesh of the binding asset.
A hair card mesh assigned to the groom asset must match the position of the curves found in the groom asset.
A groom volume mesh assigned to the groom asset must match the position of the curves found in the groom asset.
Skeletal Clothing
A piece of skeletal clothing ready for packaging will contain all the assets used by the garment in a single folder. Name this folder [clothing_name].
Skeletal clothing is a single instance of a skeletal mesh asset. The name of this asset should be the same as the [clothing_name] folder.
The folder can include an additional folder that contains dependent assets The name of this folder is the same as the [clothing_name] folder. You can organize any dependent assets within this folder to suit your own requirements.
The skeletal mesh asset can use up to three-letter prefixes based on the recommended asset naming conventions, for example SKM_[groom_name]. The top-level and dependent assets folder can choose to omit this.
The following is an example of the folder structure for a skeletal clothing product type.
.
└── [clothing_name]/
├── SKM_[clothing_name].uasset #Skeletal Mesh asset
├── WI_[clothing_name].uasset #Optional MetaHuman Wardrobe Item asset
└── [clothing_name]/ #Folder of dependent assets
Skeletal clothing must use the MetaHuman base skeleton, or a very close variant of it. Bones in the skeleton must not have been reparented or otherwise reorganized.
Outfit Clothing
An outfit ready for packaging will contain all the assets used by the garment(s) in a single folder. Name this folder [clothing_name].
Outfit clothing is a single instance of a Chaos outfit asset. The name of this asset should be the same as the [clothing_name] folder.
The folder can include an additional folder that contains dependent assets. The name of this folder is the same as the [clothing_name] folder. You can organize any dependent assets within this folder to suit your own requirements.
The outfit asset asset can use up to three-letter prefixes based on the recommended asset naming conventions, for example SKM_[groom_name]. The top-level and dependent assets folder can choose to omit this.
The following is an example of the folder structure for an outfit.
.
└── [clothing_name]/
├── OA_[clothing_name].uasset #Outfit asset
├── WI_[clothing_name].uasset #Optional MetaHuman Wardrobe Item asset
└── [clothing_name]/ #Folder of dependent assets
Each size in the outfit clothing must have a corresponding body.
Next
Learn how to verify and package your assets for Fab.
Verify and Package Assets
Use the MetaHuman Manager to verify and package MetaHuman assets for sale on Fab.