UE5.6 Preview Metahuman Creator assembled Metahuman has wrong materials assigned

Summary

When assembling my Metahuman, some sections at certain LODs have the wrong material assigned. LOD0 for Optimized High, LOD2 for Cinematic. The left eye has the eyeshell material, and both right eye and teeth have the lacrimal fluid material assigned.
Tried both with custom meshes and the default meshes, with no changes at all, and I get the same result.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Assets

Steps to Reproduce

  1. Create a new project with the Metahuman Creator plugin enabled.
  2. Create a Metahuman Character asset and assign it a skin texture, download the textures and rig the character.
  3. Assemble the character with either the Cinematic or Optimized High option.
  4. Inspect the resulting face mesh at LOD0 for Optimized High, or LOD2 for Cinematic, and notice that it looks like it is lacking eyes and teeth (the geometry is there but assigned translucent materials).

Expected Result

All geometry/mesh sections should be assigned the correct materials.

Observed Result

Left eye, right eye and teeth have the wrong materials assigned, making them appear missing.

Platform(s)

PC

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It seems like I get the problem when choosing “Auto-Rig (With Blend Shapes)”, and I noticed the problem is even present in the Character Editor preview if you force the view to show LOD2.
If choosing to rig with “Auto-Rig (Joints Only)”, there’s no problem with the materials.
After assembly, the head mesh still has problems however, even with the “Joints Only” option.

Ok, it seems like this issue was resolved by simply importing a Metahuman from Quixel Bridge. This prompted me to enable some settings and restart the editor, which in turn resolved my issues.