# The problem with metahums\_base\_skel 

**URL:** <https://forums.unrealengine.com/t/the-problem-with-metahums-base-skel/2632145>\
**Category:** Blueprint\
**Tags:** skeleton-mesh, unreal-engine, crash, editor, question\
**Created:** [August 6, 2025, 1:34pm UTC](https://forums.unrealengine.com/t/the-problem-with-metahums-base-skel/2632145 "2025-08-06T13:34:41Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![55f530e49b8543be97b030e4831225b6](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@55f530e49b8543be97b030e4831225b6](https://forums.unrealengine.com/u/55f530e49b8543be97b030e4831225b6)\
**Post date:** [August 6, 2025, 1:34pm UTC](https://forums.unrealengine.com/t/the-problem-with-metahums-base-skel/2632145/1 "2025-08-06T13:34:41Z")

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Everything was fine with me, but at some point my project started crashing when opening metahuman\_base\_skel and all the other resources that directly used it (for example, animation blueprints). At the same time, when I open, for example, a blueprint where skeletal mesh uses metahuman\_base\_skel, everything is fine, as well as if I run the game itself, where these blueprints are. I tried to move the metahuman\_base\_skel from another project and replace it with a non-working one with all its references, and it helped, but I can’t leave it like that, because there were a huge number of sockets with configured transform in that metahuman\_base\_skel that didn’t open. Maybe someone knows why this is happening and whether it can be fixed, and if not, at least how to transfer sockets from one skeleton to another if the first one does not open. Here is the text from Crash Reporter:

**Unhandled Exception: EXCEPTION\_ACCESS\_VIOLATION reading address 0x0000000000000058**

**UnrealEditor\_Engine**  
**UnrealEditor\_MeshBuilder**  
**UnrealEditor\_MeshBuilder**  
**UnrealEditor\_MeshBuilder**  
**UnrealEditor\_MeshBuilder**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Engine**  
**UnrealEditor\_Core**  
**UnrealEditor\_Engine**  
**UnrealEditor**  
**UnrealEditor**  
**UnrealEditor\_Core**  
**UnrealEditor\_Core**  
**UnrealEditor\_Core**  
**UnrealEditor\_Core**  
**UnrealEditor\_Core**  
**UnrealEditor\_Core**  
**UnrealEditor\_Core**  
**kernel32**  
**ntdll**

P.S. I apologize in advance if my text is illiterate or incomprehensible, I do not know English well and use a translator.

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**Author:** ![brs-sebascova](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/brs-sebascova/32/1052483_2.png) [@brs-sebascova](https://forums.unrealengine.com/u/brs-sebascova)\
**Post date:** [August 6, 2025, 9:00pm UTC](https://forums.unrealengine.com/t/the-problem-with-metahums-base-skel/2632145/2 "2025-08-06T21:00:47Z")

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Hello there @55f530e49b8543be97b030e4831225b6 !

No worries, you explained the issue clearly. This sounds like a corrupted skeleton asset, the engine is trying to access data tied to it (like your mentioned animation), then it crashes. So, we need to fix whichever corrupted/missing element tied to that skeleton.

The first step to try, would be to simply reimport the asset. Right-click on metahuman\_base\_skel and select “Reimport”. If the process fails, select “Reimport with New File”, and point it to the original MetaHuman skeleton.

Next, clear your project’s cache, via closing UE, deleting folders Saved, intermediate and DerivedDataCache from your main directory, then restart the engine, and allow it to rebuild.

If the issue persists, select your affected asset again, and apply “Fix Up Redirectors in Folder”, then “Resave Assets”.

In case the crash persists, then the last remaining option is to transfer the elements from the affected skeletion, to a new skeleton. Open both skeletons, then use copy & paste on each socket, to transfer to the corresponding bone. you will also need to re-assign any blueprints, mesh components, and targets.
