Before we get started with asset creation, you need to enable both MetaHuman Creator and Chaos Cloth plugins.
In Unreal Engine 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 your Unreal Engine Library, click on the dropdown menu on the Launch button. Select Options.
Check the box next to MetaHuman Creator Core Data and click Apply. This will download some essential content for MetaHuman Creator.
Once the download is complete, launch UE.
In UE, click Edit > Project Settings, scroll down to the Plugins section, and find MetaHuman SDK. 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.For this example, we will use the default directory and will be creating an asset called “techwearOutfit” (which you can download from Fab).
(Optional) In the Outfits folder, create a folder with the name you want to call your asset. In this case “techwearOutfit.” Then, create and nest a second folder inside the first, with the same name:
This second folder will be referred to as your working folder for this tutorial.
Within the working folder, you are able to 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. As long as everything needed is in this folder, it should pass verification.