Exporting the common meta human assets into a plugin during the character assembly

We are trying to put the common meta human assets into a plugin so it’s easily deployable to several projects. We are utilizing the experimental pipeline feature which allows you to specify a custom folder for the common assets. However, the number of assets created this way when using a plugin folder as the target is fewer than if you were to specify a game content folder i.e. /Game/MetaHumans/Common.

Some of the missing assets are (not the full missing asset list):

/Script/Engine.AnimBlueprint’/Game/MetaHumans/CommonAdaTest/Animation/ABP_Clothing_PostProcess.ABP_Clothing_PostProcess’

/Script/Engine.AnimBlueprint’/Game/MetaHumans/CommonAdaTest/Animation/ABP_MH_LiveLink.ABP_MH_LiveLink’

/Script/ControlRigDeveloper.ControlRigBlueprint’/Game/MetaHumans/CommonAdaTest/Animation/CR_PlaceHolder.CR_PlaceHolder’

/Script/Engine.Texture2D’/Game/MetaHumans/CommonAdaTest/Textures/Eyelashes/T_Eyelashes_S_Sparse_Coverage.T_Eyelashes_S_Sparse_Coverage’

Is this a known bug? Is there any workaround?

It is very painful to try to fix up the path references for every character generated. Hopefully there is a way to fix this issue.

Thanks!