I was wondering the same. In plugins there’s a toggle for core data, which made me think it’s already supplied, but enabling it and restarting changed nothing.
Same here. Revisiting Unreal since 5.4 preview specifically for the hype on the integrated MetaHuman feature, but the Linux install process is a bit different than all of the videos/tuts on using the MetaHuman creator within the engine.
Plugins activated, but no option to install core data. Assuming this is related to the preview status as they typically reach decent parity across the board on official versions. Can anyone confirm or suggest a way to get this working in the 'nix world??
I like the direction this is going and looking forward to a completely offline version as the machine this is installed on runs in a vacuum with zero network. Not sure if its going to work given that constraint, but looking to give it a try. Figure the texture pipeline will be out, but not sure if that’s strictly required.
I am using Ubuntu 25.04, I have a release built from source. I am running into the same issue.
I compared all the folders and files they feel the same. I was wondering where the 5.5 gigs of content was on a windows install. I am curious and would rebuild after copying them over?
Workaround for Linux using Steam Proton Experimental:
So I have a version of UE 5.6 running through steam proton experimental. I was able to create metahumans using that without problems. The epic games launcher works also. There is some lag with animations or tool-tips in the unreal editor. I was able to make Metahumans then rig them to the 3rd person template. I just couldn’t use a c++ template because it needs visual studio. I tried my best to get visual studio working in proton experimental but had no luck.
add the epic launcher installer exe install, run experimental, run it
add the epic launcher exe, run it experimental
For me: snap/steam/common/.steam/steam/steamapps
install ue 5.6 check the check box for metahuman
run it, It should run normally then you can pull the metahumans you make out put them into your linux build and use them just fine
Got this to work on the dev-5.6 branch after a few fixes, here’s a patch, not much tested, use with caution, but at least it compiles and links: mh_creator_linux.diff · GitHub
Did you merge it into release or Main branch? If I was going to manually make the changes locally just wanted to know what version to try on. I have a release version built locally on my machine.
Just chiming in, that Windows builds using CLang compiler also suffer from this, you can probably guess how I came to this conclusion. Looked at the PR with the fix, and well, that’s a lot of tiny mistakes that kept piling up (like those random case discrepancies in letters in filenames). That’s MSVC’s loose strictness in action. I hope this PR gets integrated asap, maybe in 5.6 hotfix? (I don’t know what is the pipeline with integrating community PRs, if they even are considered during minor cycles, or just in between major versions)
Hi @Erbavor! Can you give any advice on how you got the Epic Launcher to run in steam proton experimental? I was able to install it, but when I try to run it, it gives a couple errors about gameoverlayrenderer.so (which it says it’s ignoring), then gives a warning about not finding libunistring.so.2 (which I do have installed on my computer), and then it adds a bunch of processes, says “pid 180345122 != 1803451, skipping destruction”, then removes all the processes again. I can’t seem to figure out how to get past this point!
Hi @Jiboo,
What branch / checkout would I put this into? I really really want to be able to use metahuman creator on my linux box, so I’d be willing to try building from source to get that functionality.