I have not tried any preview build of 5.6. So when I dove into it yesterday, that was the first thing I tried because those new body modelling features were added as well as the option to 1-click import and conform to a custom sculpt.
Unfortunately no matter what I tried, I never got the body conform feature to work. Always ended in an abomination like this:
Used the option to export the Body straight out of the new Meta Human Assembly Window.
Used a pre-exesting body and only tried minor sculpts.
Tried manipulating it in Blender and Zbrush.
Tried changing different LOD body meshes.
You either get vertex monsters like above or for whatever reason itâs hitting you with inconsistent topology error upon import eventhough you havenât changed anything on a pre-existing body export/import.
I have gotten it to import a few times, always using a blender sculpt. (always vertex crashes)
The only time where it properly imports is if I use the Body Export Option in the MH Creator and if I change the sculpt on the skeletal mesh directly inside Unreal Engineâs Skeletal Mesh Editor. That option however is not viable, symmetry does not work and itâs just not as strong as a toolset compared to ZBrush or even Blender for this use case.
Itâs such a bummer, because it does work for some people. Or at least it used to work in the preview build? As it is shown here.
I have the same exact issue, with the exact same process. Exporting the meta human as fbx to blender, sculpt it, then try to re import it through the conform option and I get that.
Yeah but I was under the impression that the point was to allow you to start from MH editor to setup your body then export it to sculpt details, then reimport it to proceedâŚ
Thatâs too bad.
Thatâs definitely what it is supposed to be for.
I tried Importing 5.5 Metahumans as well, works perfectly fine. Tried sculpting on that 5.5 Mesh, without changing Topology of course â âMismatching Topologyâ Error or Vertex Explosion. Mostly Mismatching Topology, which of course it doesnât. Going crazy over here haha
Iâve seen some tutorial for past version, with a plugin in maya, where they wrap the MH body to a sculpted mesh. And they have a step in the process where they âreorderâ the vertices.
I wonder if itâs not linked to this. Like the export / re import process would mess up the order somehow and when reimporting, the vertices are all scrambled.
I donât use Maya so I canât test this plugin, I wonder if there is something of the sort in blender.
Yes, folks Iâm having the same issue and itâs very frustrating. I dove in 5.6 with the official release and all was well, but yes, the Metahuman Creator just doesnât have the same functionality that weâve seen in the videos. I have 3 âLibrariesâ of metahuman hair meshes I canât use anymore, NONE of my libraries of clothing will conform to ANY metahuman and all we have for options is that ugly shirt and shorts that would look horrible even on Sydney Sweeney. Iâm off for the weekend and am trying to figure this out as I type this. Good luck allâŚ
If the topology appears to be identical, then this definitely looks like a vertex order issue. Ive never used blender but I do know zbrush will sometimes mess up the vertex order. Zbrush is kinda ratchet. You have to watch it closely or itâll add some serious âworkflow challengesâ to your day.
Same issue for me aswell. could it be export from unreal?
I tried different things and got the error âinconsistant topology errorâ I havenât changed number of verts.
In the end I checked the same without even editing, still same error.
exported a working body skeletal mesh. from unreal (this is working as template)
reimported it into unreal without even opening in any DCC. still i got the same error.
But I seen a tutorial where it worked for him. He only showed importing and using as template though.
Import this into Maya (if it isnât already). Import your broken modified body mesh (this will still work if itâs trianguled. Just make sure it has matching UVs with the Downloaded file)
In the maya menu bar go to: Mesh > Transfer Attributes (click on the box for options)
If this works, big for anyone that owns Maya.
I unfortunately donât. Really hope thereâs going to be a simpler way in order to get this working at one point down the road.
Itâs a bit complicated, I mainly use Blender. Could you please advise how to do this in Blender. Iâm not the only one who has this error when importing from Blender. Thanks a lot anyway for any advice!
Can someone tell me why some vertex points in the Metahuman base mesh arenât merged?
It seems like this has to do with how blend shapes are set upâspecifically how sensitive they are to vertex order. If you merge the points, the blend shapes break because the vertex order gets corrupted. But if you donât merge them, you canât use tools like Zwrap properly, because it creates holes in the mesh where vertices are split.
So thereâs no real solution here.
You canât Zwrap a mesh with unmerged verticesâitâll result in holes or broken geometry. And if you do merge them just to get Zwrap working, you often end up with fewer polygons and broken vertex order. That leads to errors in Unreal, especially with complex blend shapes, or you get the dreaded âtopology mismatchâ error.
The whole custom mesh workflow for Metahumans feels completely half-baked. You canât touch the mesh or change it without breaking something. Yet Epic released a Conform feature that no one seems to understand. It only works in Maya, using a four-year-old plugin that isnât even supported in 2025. This is just insaneâhow poorly this was executed.
Itâs honestly frustrating. They clearly need to improve how they roll out features and consider how people are actually supposed to use them. The current workflow is confusing, fragile, and locked to very specific tools.
TopoWrap v1.0 is an unsupported add-on for a 4 year old version of Maya.
And who can even afford Maya anymore? I already pay $200 a month for other software, so Iâm locked into Blender. And dragging a slider to tweak arm length does not qualify as making a custom mesh.
If Epic wants people to build real custom Metahuman assets, they need to provide a solid, Blender-compatible solution that respects both vertex order and topologyâwithout relying on expensive, deprecated tools.
Hi,
this one works. Can you please tell me how do you download this mesh?
Whenever I export Skeletal mesh after adding from bridge, vertex number is changing (in reference to the mesh got from your drive link).
I managed to export the MH head from UE, modify the nose, transfer vertices from the original head to the new one and export everything as FBX simple mesh. I managed to get it into UE and rig it. Everything worked. But, as soon as I tried to do the same with my own head that I modeled, I got the UE message again. Something has to be done to the model before exporting it as FBX and it looks like nobody knows exactly what, or at least I donât PS I would need the head too and especially what somebody did to it to make it work
Yeah, Iâm waiting for someone who knows whatâs going on to upload But what I really need is a combined mesh that I can split afterward â so the head and body match up. im zrwapping the hole thing.
Now I managed to get my face in there at least, through DNA static mesh. Iâm mainly concerned with the face, I donât want to do a character with a big head and ears like Elf but it would be nice to do it right, as originally intended. When I import just the FBX face and fit it to the head via DNA, the shape changes and everything kinda works. I didnât have to edit anything anywhere, I just sculpted my face from the photo in Blender, exported it, and imported the static mesh blueprint through DNA. But it has to be better than this.