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
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Fresh blank project, nothing custom.
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Unreal Engine 5.6.1 (installed from Epic Games Launcher, full MetaHuman/download components included).
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The only plugin I enabled is MetaHuman Creator (which then prompts to enable the required additional plugins).
What Happens
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I start the auto-rigging process for a MetaHuman.
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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.
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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