ML Deformer not compatible with MetaHuman

fx.anorak
Fri, 12 Dec 2025 15:57:02 +0000
Character & Animation

Hello there!

I am trying to setup ML Deformer to work with a MetaHuman asset created with the in-engine MetaHuman creator.
The problem comes when I try to use the BodyMesh or the CombinedSkelMesh of my MetaHuman as a Base Mesh in the ML Deformer. I get this error message below the Skeletal Mesh input:
“Skeletal Mesh Asset needs to be reimported.”

Why could this be and why would there be a need to reimport the asset, when it was generated in UE and not imported from another DCC?

I have previously managed to successfully create a character driven by ML Deformer, however it was not using the MetaHuman skeleton. Looking into the MLDeformerSample, it is also not using the standard MH skeleton. Another example of a ML driven character I have only been able to see presentations about was the Kelpie horse, which I can make the wild guess that is also not a MetaHuman.
With all this in mind, is this a limitation that ML Deformer has - that it cannot work with or is incompatible with the MetaHuman skeleton?

The test has been done in Unreal Engine 5.6, using a standard MetaHuman from the templates provided in the MetaHuman Character asset.

Best regards,
fx_an0rak

5 posts - 3 participants