Just moved to UE5.5 primarily because of amazing metahuman performance (lipsync). But other things that used to run perfectly on Ue5.4 give me issues now. For example, previously i customized my metahumans with morph targets and the flow worked perfectly. Now when i try to import the morph target the screen just freezes saying “this character is waiting to be skinned” and it never progresses from that no matter how long i wait. Also, i used metatailor to import clothes. Even if i import with metahuman base skeleton selected, it goes havoc when i try to animate my metahuman. Are these just bugs or am i understanding something wrong?
Hi i had the same problem, i tried different tutorials, but for me only 5.3 works regarding reimporting with Shape Key/Morph Targets.
I tried it just now, but i guess i will hang aroung 5.3 for a while.
I guess it’s like one checkbox or importing step we are all missing, (last comments under the video you linked) but if someone know’s a workaround please tell us
So what happens is, after duplicating the original MH Mesh, there are setting missing in the “Asset Details → Import Settings” so you have to first reimport the custom MH Head like in all the tutorials, after that go to these settings
check import morph targets and then just press the “Reimport Mesh” Button on the Top Left.
This will import all the Morph Targets, aswell as the new ones created.
These settings only appear after you reimported the custom Metahuman Mesh, then there should be no Morph targets. Only then the “import Morph Targets” checkbox appears.
Yeap same thing in 5.4. “Import morph targets” doesnt appear until you add file and reimport mesh. Looks like its the same for 5.5. BUt i cant even get to this step because reimport mesh will just hang when importing. Also, in 5.5 the reimport mesh tab is also different so thats why im thinking there should be a different workflow now.
Just ran into this issue myself and I could not figure out a good pathway through with the new interchange importer. So I decided to disable that.
heres the two things that helped for anyone else that runs into this issue:
Process for importing/exporting meta humans to blender:
Bonus tool that helped me transfer shapekeys (morph targets) that id lost previously:
Edit:
Heres how I went and resolved this on my project for anyone else that might need it, I am not an animator or a programmer so please let me know if there’s anything wrong with this approach:
(metahumans on my project need weighted normals, just because its not talked about current optimized metahumans that are not the Full Cinematic Metahumans do not have morph targets when imported, only cinematic metahumans have morph targets)
Standard Operating Procedure (SOP): Fixing Missing Morph Targets in Custom MetaHuman Assets
Purpose:
To ensure custom MetaHuman assets retain morph targets when imported into Unreal Engine by transferring shape keys from a high-quality cinematic MetaHuman to a target MetaHuman asset.
Materials/Tools Required:
Software:
Unreal Engine
Blender
FBX 2013.3 Converter (download from Autodesk website)
ShapeKeyWrap Plugin for Blender (download from GitHub)
Files:
Cinematic MetaHuman Quality FBX
Target MetaHuman Quality FBX
Procedure:
Step 1: Prepare Files
Download the Cinematic and Target MetaHuman Quality files.
Import the Target MetaHuman Quality files into your Unreal Engine project.
Note: Only Cinematic MetaHumans have morph targets; other quality levels may not.
Step 2: Export FBX Files
Export the following FBX files from Unreal Engine:
Target Quality MetaHuman
High-Quality Cinematic MetaHuman
Step 3: Convert FBX Files
Download and install the FBX 2013.3 Converter from the Autodesk website.
Convert both the Target and High-Quality Cinematic FBX files using the FBX 2013.3 Converter.
Step 4: Import and Modify in Blender
Import the Target FBX into Blender.
Make any necessary changes or apply modifiers (e.g., Decimate, Weighted Normals) that are incompatible with shape keys.