MetaHuman Rig Assets Not Created in UE 5.6.1 (Default Project, Only Creator Plugin Enabled)

Hi all,

I’m very new to Unreal Engine and I’m running into an issue where no rig assets (skeletal mesh, BP actor, textures, etc.) are created after auto-rigging a MetaHuman inside Unreal Engine 5.6.1. Here’s my setup and what I’ve tried:

My Setup

  • Fresh blank project, nothing custom.

  • Unreal Engine 5.6.1 (installed from Epic Games Launcher, full MetaHuman/download components included).

  • The only plugin I enabled is MetaHuman Creator (which then prompts to enable the required additional plugins).

What Happens

  • I start the auto-rigging process for a MetaHuman.

  • No error directly shows up in the editor, but none of the rig assets are produced—no skeletal mesh, blueprint actor, or textures appear where expected.

  • I do not get any visible asset or error popup.

Log Excerpt

Here are the relevant log messages when I attempt the auto-rig:

LogMetaHumanCharacterEditor: Display: Auto-Rigging Face Mesh
LogEOSSDK: LogEOS: [Boot] EOSSDK Version 1.17.0-41373641 booting at 2025-08-20T00:55:18.436Z using C
LogEOSSDK: LogEOS: [Boot] EOSSDK Platform Properties [OS=Windows/10.0.26100.4768.64bit, ClientId=xyza7891Vvenk5Y4gTqAtlR68CLCxlQa, ProductId=4f96de1c53a5447286140dfadc531909, SandboxId=56ebfb981e2c45439be6fc5cdca5a5f9, DeploymentId=c9637d8badcd44c9a311d267b5dc1eb4, ProductName=MetaHumans, ProductVersion=++UE5+Release-5.6-CL-44394996, IsServer=false, Flags=DisableOverlay]
LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
LogEOSSDK: LogEOSOverlay: Overlay will not load, because it was explicitly disabled when creating the platform
LogEOSSDK: LogEOSAntiCheat: [AntiCheatClient] Anti-cheat client not available. Verify that the game was started using the anti-cheat bootstrapper if you intend to use it.
LogEOSSDK: LogEOS: SetApplicationStatus - OldStatus: EOS_AS_Foreground, NewStatus: EOS_AS_Foreground, Current Time: 0001.01.01-00.00.00
LogEOSSDK: LogEOS: SetNetworkStatus - OldStatus: EOS_NS_Online, NewStatus: EOS_NS_Online
LogEOSSDK: LogEOS: Updating Platform SDK Config, Time: 0.000022
LogEOSSDK: LogEOS: SDK Config Platform Update Request Successful, Time: 0.548763
LogEOSSDK: LogEOSAnalytics: EOS SDK Analytics disabled for route [1].
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 0.571456
LogEOSSDK: LogEOSAnalytics: Start Session (User: ...)
LogEOSSDK: LogEOS: SDK Config Product Update Request Successful, Time: 1.462544
LogEOSSDK: LogEOS: SDK Config Data - Watermark: 1327463752
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 1.462544, Update Interval: 348.469482
LogEOSSDK: LogEOSAuth: UpdateUserAuthToken: User ClientId: xyz...lQa AccountId: 7f1...6f4 Access[Expires: 2025.08.20-02.55.18 Remaining: 7200.59] Refresh[Expires: 2026-02-15T22:44:49.547Z Remaining: 15544171.55] State: Valid
LogEOSSDK: LogEOSAuth: UserAuthGenerated: Received FUserAuthToken
LogEOSSDK: LogEOSAuth: UserAuthGenerated: Login complete: EOS_Success
LogEOSSDK: Warning: LogEOS: Error response received from backend. ServiceName=[Friend], OperationName=[GetBlockList], Url=[<Redacted>], HttpStatus=[403], ErrorCode=[errors.com.epicgames.common.insufficient_scopes], NumericErrorCode=[1056], ErrorMessage=[Insufficient access scopes. Expected: [friends_list]], CorrId=[EOS-othHOwUPi0KH34zV3kKTWQ-GtQaLfm6Z0yUWHI-eslhIA]
LogStreaming: Display: FlushAsyncLoading(575): 1 QueuedPackages, 0 AsyncPackages
LogInterchangeEngine: Display: Interchange import: Using stack [OverridePipeline] to import.
LogInterchangeEngine: Display: Interchange start importing source [C:/Users/User/AppData/Local/Temp/ArchetypeF164364C401DCF15573E3289A37F11C4.dna]
LogSkeletalMesh: Building Skeletal Mesh FaceMesh_2...
LogSkeletalMesh: Built Skeletal Mesh [3.54s] /Engine/Transient/FaceMesh_2.FaceMesh_2
LogInterchangeEngine: Display: Interchange import completed [C:/Users/User/AppData/Local/Temp/ArchetypeF164364C401DCF15573E3289A37F11C4.dna]
LogSkeletalMesh: Display: Waiting for skinned assets to be ready 0/1 (FaceMesh_2) ...
LogUObjectHash: Compacting FUObjectHashTables data took   5.28ms
LogDNAToSkelMeshMap:     InitVertexMap:  2.306600
LogDNAToSkelMeshMap:     Map joints: 0.477400
LogSkeletalMesh: Building Skeletal Mesh FaceMesh_2...
LogSkeletalMesh: Display: Waiting for skinned assets to be ready 0/1 (FaceMesh_2) ...
LogSkeletalMesh: Skeletal mesh [/Engine/Transient/FaceMesh_2.FaceMesh_2]: 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 [15.29s] /Engine/Transient/FaceMesh_2.FaceMesh_2
LogSkeletalMesh: Display: Waiting for skinned assets to be ready 0/1 (FaceMesh_2) ...
LogDNAToSkelMeshMap:     InitVertexMap:  2.211700
LogMetaHumanCharacterEditor: Time to read character preview assets = 0.0046620999928563833
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (GroomBindingAsset_2) ...
LogHairStrands: Warning: [Groom] Binding asset will not respect the requested 'Matching material' 8 for LOD 2. The target skeletal mesh does not have such a material for this LOD. Instead material 0 will be used for this given LOD.
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (GroomBindingAsset_3) ...
LogHairStrands: Warning: [Groom] Binding asset will not respect the requested 'Matching material' 8 for LOD 3. The target skeletal mesh does not have such a material for this LOD. Instead material 0 will be used for this given LOD.
LogHairStrands: Warning: [Groom] Binding asset will not respect the requested 'Matching material' 8 for LOD 4. The target skeletal mesh does not have such a material for this LOD. Instead material 0 will be used for this given LOD.
LogHairStrands: Warning: [Groom] Binding asset will not respect the requested 'Matching material' 8 for LOD 5. The target skeletal mesh does not have such a material for this LOD. Instead material 0 will be used for this given LOD.
LogHairStrands: Warning: [Groom] Binding asset will not respect the requested 'Matching material' 8 for LOD 6. The target skeletal mesh does not have such a material for this LOD. Instead material 0 will be used for this given LOD.
LogHairStrands: Warning: [Groom] Binding asset will not respect the requested 'Matching material' 8 for LOD 7. The target skeletal mesh does not have such a material for this LOD. Instead material 0 will be used for this given LOD.
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (GroomBindingAsset_4) ...
LogHairStrands: Display: Waiting for groom bindings to be ready 0/1 (GroomBindingAsset_5) ...
LogSkeletalMesh: Building Skeletal Mesh ChaosClothAsset_1...
LogSkeletalMesh: Built Skeletal Mesh [0.07s] /Engine/Transient.ChaosClothAsset_1
LogEOSSDK: LogEOS: Updating Product SDK Config, Time: 348.227814
LogEOSSDK: LogEOS: SDK Config Product Update Request Completed - No Change
LogEOSSDK: LogEOS: ScheduleNextSDKConfigDataUpdate - Time: 349.535736, Update Interval: 337.380280