I’m trying to use my Metahuman as the player avatar and used the method of duplicating the Third Person Mannequin Pawn blueprint, and then switching out the skeletal mesh asset with my Metahuman body. I don’t know if the release of 5.6 is connected, but this method worked perfectly prior to its release but now the skeleton just keeps showing up like this.
Is there a different way to achieve this, now?
Hey @Impudent_Swine! Welcome to the forums!
Looks like the “Worm Guys” from Men in Black.
Just taking a cursory glance, I notice this:

What is that skeletal mesh asset? That looks like the problem here. Maybe look into that? Everything else here looks fine.
Let us know, hope that helps!
Sorry about the late reply. I couldn’t figure out how to fix the problem for days, but now I believe I know what caused it.
- I exported the Metahuman as an fbx and imported it to Blender
- I copied part of the Metahuman skin with the armature still attached and built a clothing model
- I imported the clothing model, which the Metahuman armature attached to it, and then tried to retarget the Metahuman model to the clothing armature.
However, I think because:
A. the model was made in Blender in the first place
B. There were multiple objects joined with the model that weren’t originally copied from the Metahuman
This caused serious problems with the armature data when I imported the clothing into Unreal, and then borked the Metahuman that was associated with it. However, the problem with this theory is that even when I delete and reimport the Metahuman, it is still distorted when applied to the Pawn blueprint.
As of now I am making new Metas but I am so lost as to what the problem was. Chances are, it is something simple and stupid that I am missing, which is tends to be.
1 Like