Clothes Explode After Becoming MetaHuman Wardrobe Item — Help? 5.6

Hey all! I’m a beginner and currently running into a weird issue with custom clothing in Unreal Engine 5.6. Hoping someone here can help or at least point me in the right direction.

This what happened


Here’s what I did:

:white_check_mark: My process:

and the landmarks

  • Imported it into UE5.6 as an Static Mesh.

  • Converted it to a Skeletal Mesh and assign metahuman body mesh as the skeleton.

  • Then I transferred weights from the MetaHuman body mesh.

  • Created a Cloth Asset, in the Cloth Asset, this is the node graph.

  • In the Outfit Asset, I set the outfit assets template as Resizable Oufit.

  • Everything looked great — no glitches, mesh deforms fine, animations preview perfectly.


:collision: The problem:

As soon as I turn it into a MetaHuman Wardrobe Item and apply it to my MetaHuman…
Boom — the mesh explodes.


It only happens once it’s assigned as a wardrobe item. Before that, it behaves totally fine in previews and even cloth sim.

my temporary solution is I deleted the duplicate skeletal mesh that lives inside the MetaHuman’s folder (under /MetaHumans/YourCharacter/Clothing/) and replaced all references with the original skeletal mesh I imported manually.

[the screenshot is a example when im replacing references when working on the pants]

:red_question_mark:Anyone know what’s going wrong here?

Is it a bug with how MetaHuman Outfit Asset or Wardrobe is referencing the skeletal mesh?
Could it be something with cloth bindings, bone transforms, or skeleton mismatch?, or my workflow is just plain wrong?

Any dev insight or workaround would be appreciated.

Thanks in advance!

Had a similar problem with exploding clothes but not with Metatailor. The fix for mine was to consistently use exactly the same metahuman Combined Skeletal Mesh file all the way through. Maybe the same for you?

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I had the same problem even when using the combined mesh templates provided by Epie but for Marvelous Designer. I have just got it working using the combined body meshes from an outfit i bought. I also had a lot of trouble with skinning due to coincident vertices prior to that but only for Wardrobe Items. Adding Cloth Assets to my Blueprint worked perfectly.