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.
All the best and kind regards,
SFDEMIR