I can't create full rig on my MetaHuman preset.

I just started my education in this area and i literally dont understand how to do full rig on metahuman preset, please help me :sob:

LOG: LogMetaHumanCharacterEditor: Display: Auto-Rigging Face MeshLogEOSSDK: LogEOS: Updating Product SDK Config, Time: 1042.415161LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No ChangeLogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1042.600220, Update Interval: 345.759460LogStreaming: Display: FlushAsyncLoading(534): 1 QueuedPackages, 0 AsyncPackagesLogInterchangeEngine: Display: Interchange import: Using stack [OverridePipeline] to import.LogInterchangeEngine: Display: Interchange start importing source [C:/Users//AppData/Local/Temp/Archetype3A09DADC4C63A587216CE4844970CD67.dna]LogSkeletalMesh: Building Skeletal Mesh FaceMesh_4…LogSkeletalMesh: Built Skeletal Mesh [2.62s] /Engine/Transient/FaceMesh_4.FaceMesh_4LogInterchangeEngine: Display: Interchange import completed [C:/Users//AppData/Local/Temp/Archetype3A09DADC4C63A587216CE4844970CD67.dna]LogSkeletalMesh: Display: Waiting for skinned assets to be ready 0/1 (FaceMesh_4) …LogUObjectHash: Compacting FUObjectHashTables data took 4.15msLogDNAToSkelMeshMap: InitVertexMap: 1.891400LogDNAToSkelMeshMap: Map joints: 0.486000LogSkeletalMesh: Building Skeletal Mesh FaceMesh_4…LogSkeletalMesh: Display: Waiting for skinned assets to be ready 0/1 (FaceMesh_4) …LogSkeletalMesh: Skeletal mesh [/Engine/Transient/FaceMesh_4.FaceMesh_4]: The derived data key is different after the build. Save the asset to avoid rebuilding it everytime the editor load it.LogSkeletalMesh: Built Skeletal Mesh [11.70s] /Engine/Transient/FaceMesh_4.FaceMesh_4LogSkeletalMesh: Display: Waiting for skinned assets to be ready 0/1 (FaceMesh_4) …LogDNAToSkelMeshMap: InitVertexMap: 2.149800LogMetaHumanCharacterEditor: Time to read character preview assets = 0.0039656000008108094LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (GroomBindingAsset_9) …LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (Hair_M_BobMessy_Binding) …

What I already did: tried to remove hair, turned off/on MetaHuman plugins, logged out/logged in Epic Games, reloaded PC, turned off/on VPN services, asked GPT etc.
I also have 32 GB of RAM and additional 64 GB of virtual memory.

Hello there @M1nskkk!

This type of problem has popped up around the community from time to time. Checking your log extract, the critical line is the following:

LogSkeletalMesh: Skeletal mesh [/Engine/Transient/FaceMesh_4.FaceMesh_4]: The derived data key is different after the build. Save the asset to avoid rebuilding it everytime the editor load it.

This means that MetaHuman is stuck in a loop, rebuilding the face mesh over and over, most likely due the data cache being invalid or corrupted. In order to fix the issue, please test the following:

  • First, close the engine

  • Go to your project’s main directory, and delete folders Saved, Intermediate, and DerivedDataCache, in order to force a cache clear

  • Re-open the project, allow it to regenerate the cache files

  • Finally, make sure that your MH plugin has the correct version, before re-downloading your model from Bridge

Thank you for your reply! But unfortunately it doesn’t work. I deleted folders, reload the project. MH plugins have the last versions, i install them like 2-3 days ago. Full rig is still not being created :frowning: Thats why I can’t upload it in Bridge