I’m creating MetaHumans assets to sell on FAB, but after using the 6 free Hair assets in my models, the MetaHuman manager verification process gets stopped because these HairStyles are not referenced in the proper folder. I’ve tried in vain to move manually the different files to where all the other MetaHumans defaults are located but the new copies always refer to the FAB original folder.
There must be a simpler way to do this.
That’s a tricky one—and I’ve run into a similar issue when reusing assets that originated outside the default MetaHuman directory structure.
The key problem here is reference integrity. Even if you manually move the hair assets, the internal references (especially blueprint and material dependencies) still point back to the original FAB path. MetaHuman Creator/Manager expects strict folder conventions to validate assets.
A workaround that worked for me was:
Import the hair asset into a completely clean project.
Migrate it from there into your MetaHuman working directory using UE’s Migrate tool (not just copy-paste).
Ensure the destination is within the standard MetaHumans/Content/Common/ hierarchy.
This way, Unreal properly re-writes the internal references when migrating and avoids broken links. It’s not ideal, but more stable than manual copying.
Hopefully Epic can streamline this in the future for creators like us selling on FAB.
Thank you for your response.
When I migrate as you suggested from the new project, I can only choose a Content folder destination. There is no directory MetaHumans/Content/Common that I can find. I wonder if you mean the : C:\Program Files\Epic Games\UE_5.6\Engine\Plugins\MetaHuman\MetaHumanCharacter\Content ?
It would make sense to make those Hair Assets available to all 5.6 projects at once.
When I tried to migrate there, Unreal doesn’t realign the different files into bins they are suppose to go into.
I don’t want to buy other Hair assets if I’m going to run into the same problems. Could it have to do with MetaHuman Creator still be in beta?