Issues with lost refs when using MetaHuman Creator and Mutable

I’m trying to use the new Metahuman Creator together with Mutable, after upgrading to UE5.6. A rather annoying issue I have, though, is that every time I want to make an update to a character, that I’ve already implemented in a Mutable Graph, and press assemble again, references to that character’s assets, like a skeletal mesh, inside the Mutable graphs, become “lost” and refer to Engine/Transient.

Which means every time I want to make an update to a character, no matter how small, I also need to find all references inside all Mutable graphs, to any assets related to that character, and fix them. Something that is kinda tedious and rather odd, especially since I didn’t have this issue when re-importing a Metahuman from Bridge in 5.5.

Hi,

Does reimporting the MH in 5.6 overwrite the existing assets?

Hi,

Yes, when I assemble the Metahuman in Metahuman Creator, assets like skeletal meshes, textures and grooms get overwritten. But it seems like the references to those assets don’t get updated.

Interestingly, since UE 5.6.1 skeletal mesh asset refs seem to not break, while groom asset refs still break and point to Engine/Transient.