In the new metahuman character editor, everytime I try to auto-rig or create Full rig, I get an error message saying I am not logged in. Same thing if I try to downlaod textures. :
LogMetaHumanCharacterEditor: Error: User not logged in, please autorig before downloading source face textures
Hey,
You must be logged in to your Epic Games account and accept the MetaHuman Consent to use MetaHuman Cloud Services.
You could try logging in again after using the “Sign out everywhere” from this page in your Epic Games Account:
https://www.epicgames.com/account/password
Hope that helps!
Hey sir,
I tried the log off everywhere option and getting the same results. I can confirm that I am logged into epic, I am launching UE 5.6 from the Epic Launcher. I’ve installed Metahumans under the 5.6 options tab, not sure where I would find the consent and agreements to the cloud services.
When you first select autorig or download textures you will be presented with a login form to login to your Epic Games Account - after login you will need to agree to the MetaHuman Consent.
Interesting. I am receiving no such prompts. Just the error messages. I’m out of ideas here.
Same here, no prompt for any consent when clicking auto rig or download textures. It comes directly to the fail login part after trying to connect to a server in the log
Even after sign out everywhere and sign in again onto epic games launcher
FIXED: Ok so it seems it was a web browser issue. i was using Arc as default browser and it didnt opened the MH Consent external link . I switched back to Chrome as default and the tab opened. Now the rig and textures works !
I do have Chrome already as default, but I keep getting Server Error when trying to download 8k textures and/or Create Full rig
Bro I have done everything but still error
I can’t set the autorig. I can download the textures. I’m logged, I’ve got the prompt, but when I try to rig, the error occurs. When I go to the link on the output, return this
{
“errorCode”: “errors.com.epicgames.unauthorized”,
“errorMessage”: “The request is missing authentication, or the authentication is no longer valid.”,
“numericErrorCode”: 1002,
“messageVars”: null,
“originatingService”: “com.epicgames.metahuman.uemhc_autorig”,
“intent”: “prod”
}
Hello,
I was struggling with the same issue and just tried something that worked fine. When you open the metahuman editor, Click on Metahuman Character tap and select Save Face Textures or Export options.
It will take you to the MetaHuman Consent page. Just click on Agree and the issue should be solved.
Please try and let me know if this works with you.
Best of luck.
same issue…stuck here from 3-4 days
(post deleted by author)
Hey guys, had this issue for a few hours and 1 thing I was sure of is something on my pc was blocking access, for me unreal was set to run with administrator privileges, when I disable that it worked. @JamesPullan @Sick_Worm @The0SilveR1 @aayatfilms
Thanks! Worked for me as well
just unlink everything just keep google account link
I had the same problem when trying to download textures. In my case creating full rig prompted me to the consent page and I was able to download textures then.
@facundosanquiez, This guy has the Answer you all seek
This is what helped me. Although I have to add that I was using Arc Browser, set as my default too. None of the fixes worked for me until I completely uninstalled Arc Browser, added Edge (win11) as my default, then I finally got the prompt.
Thanks everyone!
hello sir, crash report when creat full rig
LoginId:0a265787462224e5eaff9cb79944df16
EpicAccountId:865b272cf441419a8e8b5a5eae7b5c57
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION writing address 0x00000039d78bfe8f
UnrealEditor_MeshUtilitiesCommon!FOverlappingCorners::Add() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\OverlappingCorners.cpp:113]
UnrealEditor_MeshUtilitiesCommon!FOverlappingCorners::FOverlappingCorners() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\OverlappingCorners.cpp:55]
UnrealEditor_MeshUtilitiesCommon!FOverlappingCorners::FOverlappingCorners() [D:\build++UE5\Sync\Engine\Source\Runtime\MeshUtilitiesCommon\Private\OverlappingCorners.cpp:30]
UnrealEditor_MeshUtilities!FMeshUtilities::FindOverlappingCorners() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:1274]
UnrealEditor_MeshUtilities!FMeshUtilities::CalculateNormals() [D:\build++UE5\Sync\Engine\Source\Developer\MeshUtilities\Private\MeshUtilities.cpp:5282]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTask::DoTaskWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:655]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:289]
UnrealEditor_SkeletalMeshUtilitiesCommon!FAsyncTaskBase::DoThreadedWork() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\AsyncWork.h:313]
UnrealEditor!LowLevelTasks::FTask::Init<
FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::
13’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:499]
UnrealEditor!LowLevelTasks::TTaskDelegate<LowLevelTasks::FTask * __ptr64 __cdecl(bool),48>::TTaskDelegateImpl<LowLevelTasks::FTask::Init<
FQueuedLowLevelThreadPool::AddQueuedWork’::2'::<lambda_1> >'::
13’::<lambda_1>,0>::CallAndMove() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\TaskDelegate.h:171]
UnrealEditor_Core!LowLevelTasks::FTask::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Async\Fundamental\Task.h:627]
UnrealEditor_Core!LowLevelTasks::FScheduler::ExecuteTask() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:387]
UnrealEditor_Core!LowLevelTasks::FScheduler::WorkerLoop() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:724]
UnrealEditor_Core!LowLevelTasks::FScheduler::CreateWorker'::
2’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Async\Fundamental\Scheduler.cpp:188]
UnrealEditor_Core!FThreadImpl::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\HAL\Thread.cpp:69]
UnrealEditor_Core!FRunnableThreadWin::Run() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:159]