The MetaHuman Manager verifies and packages MetaHuman assets in Unreal Engine. It ensures the assets are MetaHuman-compatible, generating a MetaHuman Package file (.mhpkg) for upload to your listing.
Prerequisites
To verify and package your assets, ensure you have the following:
An open Unreal Engine 5.8 project
The MetaHuman Creator enabled
A MetaHuman character or MetaHuman-compatible asset to sell
Organize Your Assets
You must organize the assets in your project before they can be verified and packaged. They should be organized by the type of product being sold. To learn more about organizing your assets, see Asset Format and Structure Requirements.
It is important to move (or copy) all dependencies, including shared assets such as skeletons or parent materials into the required structure for each product type. Only the contents of this structure will be packaged.
If necessary, we recommend moving (rather than copying) assets to meet the required structure as this will update references. After moving you should also Update Redirector References.
Verifying
The assets must be verified before packaging to ensure they are MetaHuman-compatible. The verification rules vary based on the product type.
The Asset Details section will report the Total Size of the asset. Only assets smaller than 6GB can be uploaded to Fab. 1.5GB is considered the ideal size for Fab listings.
To verify your assets, follow these steps:
Save your assets.
Click Window > MetaHuman Manager.
Select one or more assets to verify, and click Verify.
Verification errors and warnings might be reported. You must verify errors before packaging. It is strongly recommended that any warnings are also resolved, however this is not required. You can re-verify the asset to ensure that errors and warnings are resolved as expected.
Browsing and Selecting Assets
You are not limited to selecting assets for verification one at a time. You can hold Shift to select a block of assets in a single navigation menu category at once. You can also hold Ctrl while selecting assets in the navigation menu to enable multi-select mode.
Multi-select mode activates as soon as you select a second asset; you can pick multiple assets from different categories, providing a method to generate a package containing multiple assets of different types for validation.
When you select the second asset, checkboxes appear in the navigation menu which indicate the selected assets. You can select the checkboxes directly to add assets to the multi-selection. To exit multi-select, release Ctrl and select any of the assets directly, without using the checkboxes. This clears all previously-selected assets.
The section headers display a selection badge (in this example, "(2 selected)") when items in that section are checked.
When you select multiple items, the detail panel shows information for the last-clicked item but also includes a subtitle to indicate the number of other selected assets (in this example,, "(+1 others selected)").
Double-clicking an asset in the detail list opens and navigates to that asset in the Content Browser.
Packaging
After your asset(s) are verified and do not report any errors, you can package them.
Single Asset
To package a single asset, follow these steps:
Open Window > MetaHuman Manager.
Select a single asset to package, and click Package.
MetaHuman Manager only packages assets that have dependencies on your main asset. To include other assets (such as alternate textures or materials), manually zip and upload them using the Additional Files content type.
Enter the location to save the package file.
Multiple Assets
To package multiple assets, the process is similar, except with additional steps:
Open Window > MetaHuman Manager.
Select two or more assets to package using the multi-select mode described under Browsing and Selecting Assets, then click Package (N) Items. When packaging multiple assets, MetaHuman Manager packages all assets that have dependencies on any of your selected assets.
The Package Assets modal window appears. You have two options:
Package as one archive: Packages all selected assets into a single
.mhpkgfile by clicking Save to one file, which opens a standard Save File dialog where you can specify the save location.Package as separate archives: Packages each selected asset into its own
.mhpkgfile within a specified output folder that you select by clicking Save to a folder.
When creating separate archives, if any of the archives have the same name as an existing file, you will be prompted with a yes/no overwrite confirmation dialog. The output folder is opened in the OS file explorer upon completion.
Test that each packaged product works as expected. You can test products by creating a blank project and dragging the package file into the Content Browser.
You are now ready to upload the package to a new listing on Fab.
Advanced Packaging Features
In addition to the standard packaging workflows described above, there are several features that support more complex packaging.
Flexible Asset Discovery
The assets you want to include in your packages are not restricted to specific folder paths. The MetaHuman Manager can discover and package assets from any location under /Game/ in your project, as it uses asset registry queries instead of referencing a specific folder.
External Dependency Remapping
The MetaHuman Manager supports assets that reference dependencies located outside of the asset's own package root. Dependencies that are external to the asset's package root are automatically remapped and included in the archive. This process includes recording redirect metadata in the asset's manifest, which ensures that references resolve correctly upon import.
Sub-Asset Exclusion
When exporting a MetaHuman character, you can exclude specific assets from your package. By default, all the character's assets are included.
The Include in Package section of the MetaHuman Manager window shows a list of the assets that will be included in the package. Deselecting any of the checkboxes will exclude that asset from the package when you create it.
When you deselect assets, the Asset Details automatically update the package size and number of referenced assets.
Next
Learn how to create a listing with your .mhpkg file.