I am trying to use standard workflow for custom clothing for metahumans, as described by both CLO and by community guides here. However, the avatar fails to show in MD.
The sync is up, the plugin creates USD assets in Saved\LiveSync folder, but they don’t appear in MD and when manually imported, cannot be synced back to UE. The only issue I get in the log is bones missing, which is weird since I have not modified the standard metahuman skeleton asset. (You can see added socket in log below, but the result is the same before it’s added.)
Anyone with a similar issue or ideas on how to fix it?
Log LogSlate Window 'CLOLiveSync Exporter' being destroyed
Warning LogAnimationCompression EnsureDependenciesAreLoaded: [ConditionalPostLoad Dependency] /Engine/Transient.AnimSequence_0:AssetImportData
Warning LogTemp SkelSocket: Pistol
Warning LogTemp SkelSocket: Pistol
Warning LogTemp SkelMeshSocketCount: 0 | SkelSocketCount: 1 | Combined: 1
Warning LogTemp SkelMeshSocketCount: 0 | SkelSocketCount: 1 | Combined: 1
Warning LogTemp Found Duplicates: False
Log LogSkeletalMesh Building Skeletal Mesh SkeletalMesh_1...
Display LogSkeletalMesh Waiting for skinned assets to be ready 0/1 (SkeletalMesh_1) ...
Log LogSkeletalMesh Built Skeletal Mesh [0.04s] /Engine/Transient.SkeletalMesh_1
Log LoadErrors The Skeleton Skeleton_0 is missing bones that SkeletalMesh SkeletalMesh_1 needs. They will be added now. Please save the Skeleton!
Display LogAnimationCompression Building compressed animation data for AnimSequence /Engine/Transient.AnimSequence_0 (Required Memory Estimate: 3.36 MB)
Display LogAnimationCompression Storing compressed animation data for /Engine/Transient.AnimSequence_0, at AnimationSequence/c0edb97be7849052ad2272fde4983a05fdc208b8
Log LogAutomationController Ignoring very large delta of 2.15 seconds in calls to FAutomationControllerManager::Tick() and not penalizing unresponsive tests