Editing metahuman construction script to attach clothing skeletal meshes in 5.6

I am having a problem correctly editing the construction script of my metahuman to attach a clothing skeletal mesh in 5.6. Currently, once an animation is added, the clothing no longer stays attached to the character.

I know from Unreal documentation and tutorials that l need to add an additional Enable Master Pose component and connect the clothing skeletal mesh compenent to it, and plug it into the script which l can do no problem. The problem is that in all documentation and tutorials I’ve found the construction script looks something like this:

But my unedited metahuman construction script in 5.6 looks like this:

I have no idea exactly where to plug in the Enable Master Pose component, if I need to use a different component, or if l need to add other additional nodes to get this to work.

Any help appreciated! Thank you

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hi, have you found any solution to this?

Heya @CIPHRA391 and @s.c.r.a.f.f!

Judging by the necessary logic, this is where I would place what you’re looking to add:

Everything before this is to add the face parts, and everything after is situational with Live Link- so it wouldn’t go off if Live Link wasn’t being used.

Hope that helps you guys! Let us know how it goes!


@Mind-Brain

Thank you for the answer! yes, it was just where you said it will be! however Im getting an strange issue, I first came here because drag and dropping the skeletal mesh was giving me a weird deformation of the clothes, turns out that, no matter what the clothes deform as soon as you attach them to the metahuman.

I’ve even tried with a simple cube, positioned on the MH hand, one single vertex group (hand_r), this is how it looks with the cube skeletal mesh on the root:

and this is what happens when I put the cube parented to the body:

Did another test, with the cube outside the hierarchy, I add the construction blueprint like this:

Then the moment I click “compile”, the cube goes to the same spot, its like shrinking and moving to that exact place, even if its still outside the body parenting.

My understanding is, something inside the metahuman blueprint is responsible for this deformation, because its happening with all the clothes Im rigging (following same workflow I’ve been doing for a couple of years without issues on unreal 5.2) and suddenly nothing works.

The updated Blueprint in 5.6 iterates over all children of Body and for all Skeletal Mesh Components it finds, it sets the Body as the leader pose component. Face is excluded because its transform is handled by the post process animation blueprint. Meaning, as long as your clothing skeletal mesh is attached as a child to Body, you don’t have to do anything else.


@ddibb1

But thats the thing, isnt it? just by attaching the skeletal mesh as a child to the body, that deformation happens, that is why I was looking for alternatives in the first place, I show in my previous response with screenshots how, in both cases the deformation happens no matter what. So the question is, something is deforming the children of the body in a non-desired way, how can we fix this? or prevent this behaviour? I’d appreciate any help or workaround at this point

I’m wondering if it’s adjusting the scale incorrectly? When you attach to something by default it will use the parent’s scale, and then use its pre-attachment scale as its new relative scale. You may want to check out your scale stat for X,Y,Z and compare it to what it should be!

Hi! getting back to this, I finally found the culprit, nothing to do with scale or weight painitng, as I previously stated it worked perfectly with previous versions of metahuman blueprint. The culprit is the new MH skeleton system, turns out the only way to make it work is to discard any weight painting previously done in any DCC, converting the skeletal mesh to static mesh, then converting that static mesh to a skeletal mesh using (and this is the important part) not the MH default skeleton but the metahuman body skeletal mesh you are going to attach said mesh (then you can do the transfer weights from the body from the modelling tools), this way it will create the appropriate joint scaling to the new specific body skeletal mesh, as the new metahumans can have different proportions than the default skeleton, this makes impossible to import anything rigged to it from any outside DCC (currently).

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