MetaHuman Custom Base Mesh Conform

:stop_sign: MetaHuman Custom Base Mesh – I’m Really Confused

I created my MetaHuman, and everything seemed fine at first.
I exported two meshes: the head and the body.

Each export includes a rig, blendshapes, and a bunch of extra components for the eyes—like eyelashes—which I specifically disabled in Unreal Engine, but they still show up in the export.

So now I have two FBX files: one for the head and one for the body.
When I open them in Blender, there’s a lot of extra stuff included: eyeballs, eyelashes, teeth, mouth parts, etc.

What I want:
I just want a clean MetaHuman base mesh that I can use with ZWrap—no extras, just the basic body and head geometry.

The issue:
Even though I disabled the eyelashes in Unreal, they’re still being exported.
How do I get rid of all the extra parts and just keep the base mesh for wrapping?

P.S. If I re-import the two parts I just exported from the engine and use the Conform feature, it immediately says the topology is incorrect for MetaHuman. I haven’t even touched the files besides exporting them.
What good is this groundbreaking tech if no one can even get it to work?

And please, don’t link me to any YouTube videos. None of them work.

step 1

step 2. export out these 2 fbx files- ( No edit just export)

step 3. import body and head.

step4. Conform with these two files.

step 5 Result. Spagettit on all diffrent modes. adpet neck on and off, no eye , yes, use teath, , and all scaling propertis . this is

B R O K E N.

Come on man Dont relase producs like this.
its not a vertex order probem because i havent editet ANYTHING.

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I’m also facing similar issues.

I tried, importing and exporting as template for conform method, it always throws error, “inconsistant metahuman topology.”
Things I tried.
Exported from unreal, reimported same fbx without editing anything.
Exported from unreal, deleted all other LODs except of LOD0.
to cross check, I applied a blendshape from the exported metahuman on to my previously failed mesh. the blendshape doesn’t show any issue.

Need support/documentation on this.

there is some progress check this tread there is a working body mesh linked there that you can use

Yup, found a workflow, creating a tutorial on youtube. for head and body.

Here’s the process,

It seems that the problem might lie in the FBX export process. If you use the skeletal meshes exported from the Metahuman creator and use them to conform, they work. At some point either during the FBX export or import process, the MH topology breaks somehow. It’s definitely frustrating!

I don’t know, man — I’m testing like crazy. I’m checking vertex count and vertex positions, UV´s
also export settings: Z-up, X-forward.

Something breaks, and I’d still prefer a Blue Post answer over crickets.
They released this mess — it’s only fair they either come out with the workflow they had in mind,
or crawl to the cross and admit it’s broken and will be fixed.

I mean, the person who was in charge of testing before going live wasn’t really testing —
they were just signing off on things that should never be in a live version.

I’m highly critical of spaghetti solutions — that can break an entire project.

As of now, no meshes I export off the engine works — plain and simple.
The community had to test things for them.
That’s not the way it should be — it’s their company and their product.

And seriously — what’s the point of a forum if no devs reply or help lead us in the right direction?

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I totally get your frustration. We’re running into a very similar situation on our end — hours and hours spent testing, double-checking export settings, tweaking orientations, reimporting into different tools… and the results are still all over the place. Sometimes the meshes are broken, UVs are off, or things just refuse to render as expected.
What’s most disappointing is the complete radio silence from the devs. At this point, it really feels like the community is doing all the QA work. We’re left guessing whether it’s a bug, a missing feature, or just an unsupported workflow.
A bit of official guidance — even just a pinned post or a basic workflow confirmation — would go a long way. It’s disheartening when you’re trying to build something and you’re met with silence instead of support.

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It’s all right. After several days of meticulous experimentation and the development of an add-on capable of restoring vertex order within Blender, I have come to the unfortunate conclusion that the effort is largely futile unless one is working with extremely thin characters. The moment a mesh contains even the slightest muscular definition or anatomical complexity, the entire system collapses. This feature, as it currently exists, is fundamentally flawed and practically unusable in any meaningful production context.

Moreover, the absence of proper skinning support renders the feature even more limited. It appears to rely on a rudimentary Metahuman template, and as soon as any degree of bulk or anatomical variation is introduced into the character, the results are disastrous—the mesh integrity is compromised, and the model is effectively ruined. Investing time in this workflow is, regrettably, a waste.