Before we get started with asset creation, there are a few things we need to do. First, enable both MetaHuman and Chaos Cloth Plugins:
In Unreal Engine (UE) 5.6 or later, click Edit > Plugins in the menu bar.
Under the Built-In section of the All Plugins list:
Click MetaHuman, and enable the MetaHuman Creator plugin.
Click Physics, and enable Chaos Cloth Asset and Chaos Cloth Asset Editor.
You must restart UE to apply this change.
Instead of restarting UE, we recommend you close it completely to continue with the next step. Otherwise, you may need to restart again.
In the Epic Games Launcher, in the Library tab, click on the dropdown menu on the Launch button of the engine version you wish to use. Select Options.
Check the box next to MetaHuman Creator Core Data and click Apply. This will download essential content for MetaHuman Creator.
In UE, click Edit > Project Settings. In the left-hand menu of the Project Settings window, scroll to the Plugins section, and click MetaHuman SDK. In these settings, are MetaHuman Packaging Paths.
Take note of the location for Outfits. As a default, this is
/Game/Outfitswhich shows up in your Content Browser as All > Content > Outfits.Do not change the name of this folder at this time.
This directory is where you will be creating and working on your outfit assets if you are planning to package your assets for upload to FAB.
MetaHuman Manager is used to verify and package your asset, which requires your outfit asset and any dependencies it has to exist within a single folder within the folder you just specified. Otherwise, it will not pass verification and consequently will not be able to be packaged.
For this example, we will use the default directory, Outfits, and be creating an asset called “techwearOutfit” (which you can download from FAB).
In the Content Browser, inside of the Outfits folder, create a folder with the same name as your asset. In this case “techwearOutfit.” Then, create and nest a second folder inside the first, with the same name. You should end up with a folder structure that looks like this:
This second folder will be referred to as your working folder for this tutorial.
Within this working folder, you can arrange things in any way you want; you can create subfolders for different types of assets, such as meshes, cloth assets, materials and textures, or you can keep them all within this folder.
Next Step
Creating Your MetaHuman
Creating your MetaHuman in Unreal Engine.