This guide outlines the entire workflow for exporting garments from Marvelous Designer as USD and integrating them with Unreal Engine MetaHuman.
⭐1. Project Initialization and Plugin Setup
1-1: Installing Core Data
Ensure you have Unreal Engine 5.6 or later installed before proceeding.
Open the Epic Games Launcher and navigate to the Library tab.
Locate your Unreal Engine installation card.
Click the down arrow next to the Launch button and select Options.
In the installation options window, check the box next to MetaHuman Creator Core Data.
Click Apply to download and install the required data.
1-2: Project Configuration
Create or open your Unreal Engine project.
Navigate to Edit > Project Settings in the main menu.
In the left sidebar, scroll down to the Plugins section and select MetaHuman SDK.
Locate the setting labeled MetaHuman Packaging Paths.
⚠️ Warning: Do not change the name of this folder path. Due to a known issue, the workaround currently in place relies on this folder retaining its default name. Modifying it will break the packaging process.
1-3: Outfits Directory Setup
By default, the location for Outfits is /Game/Outfits. In your Content Browser, this path appears as All > Content > Outfits. You should create and edit all your Outfit Assets within this directory.
Important for FAB Uploads: If you plan to use the MetaHuman Manager to verify and package your asset for FAB, you must adhere to a strict folder structure:
Your Outfit Asset and all of its dependencies must reside in a single subfolder within the
/Game/Outfitsdirectory.If assets are scattered outside this specific subfolder, the MetaHuman Manager will fail the verification process, and packaging will be impossible.
1-4: Plugin Setup
Make sure to enable Chaos Cloth Plugins and MetaHuman Creator Plugin, and restart your Unreal Engine project.
⭐2: Preparing MetaHumans for Export (UE 5.6 and later)
2-1: Create and Customize the MetaHuman
In the Content Browser, right-click and navigate to MetaHuman > MetaHuman Character.
Open the newly created MetaHuman asset to enter the editor.
Customize the character’s attributes (Face and Body Measurements) as needed.
2-2: Configure Assembly Settings
Once customization is complete, prepare the asset for export:
Navigate to the Assembly tab.
Select Download Textures.
Check the box for Create Full Rig.
Change the Assembly Target from UE Cine (Complete) to (DCC Export).
Select your desired Output Folder.
Click the Assembly button to generate the files.
ℹ️ Integration Note: Successfully completing this step saves the specific Body and Head files required for DNA Import in CLO. You will need this DNA file in the next section to accurately fit garments to your MetaHuman body.
⭐3: Import MetaHuman DNA into CLO (CLO 2025.2 or later)
Launch CLO.
Navigate to File > Import > DNA in the main menu.
Browse to the output folder you defined in the previous section.
Select the exported Body and Head files.
Click OK to complete the import.
For more details, please refer to the following CLO manual for more details: MetaHuman DNA Importer
⭐4: Prepare Garment in CLO and Bake UV Maps
4-1: Garment Simulation
- Create a new garment or apply existing garments.
- Run the Simulation to drape and fit the garments onto the imported MetaHuman body.
4-2: UV Preparation
Before exporting, ensure the UV maps are correctly packed to prevent texture issues.
Switch the view to the UV Editor.
Select the whole garment (all patterns).
Run UV Packing to organize the UV islands efficiently.
4-3: Exporting to USD files
Navigate to File > Export > USD.
In the export dialog window, configure the settings exactly as follows:
| Setting Category | Configuration |
|
Object |
Select Include Garment | |
Patterns |
Choose Select All Patterns | |
Geometry |
Set to Single Object | |
Thickness |
Select Thick | |
Textures |
Check Unified UV Coordinates and Select All Maps | |
Simulation |
Check Include Garment Simulation Data | |
⭐5: Convert Style into a Resizable MetaHuman Wardrobe Asset
5-1: Prepare Project and Import USD Outfit
Step 1: Open Your Project
Launch Unreal Engine 5.6 (or later) and open your target project.
Step 2: Establish Directory Structure
You must establish a precise folder hierarchy in the Content Browser. This structure is critical for asset validation.
Navigate to
/Game/Outfits/.Create a folder named after your asset (e.g.,
Style01).Crucial Step: Inside that folder, create a subfolder with the exact same name (
Style01).
Your hierarchy should look like this:
Content
└── Outfits
├── Meshes <-- Store MetaHuman (MH) skeletal files here
└── Style01 <-- Main Asset Folder
└── Style01 <-- Working Folder (Import USDs here)Folder Purpose Definitions:
Meshes: Dedicated storage for MetaHuman skeletal and mesh files.
Main Folder (e.g., Style01): This parent folder will eventually contain only the finalized wardrobe asset.
Working Folder (e.g., Style01/Style01): This is your workspace. All development, importing, and editing must take place here. You may organize subfolders inside this directory as needed.
Step 3: Export the MetaHuman Reference Mesh
You need the skeletal mesh from your MetaHuman to serve as a reference.
Navigate to your MetaHuman asset location.
Locate the Skeletal Mesh for the body (not the Blueprint).
Right-click the asset and select Asset Actions > Export.
Save this file to the
Outfits/Meshesfolder you created in Step 2.
Step 4: Import the USD Outfit
Navigate to your working folder:
Outfits > Style01 > Style01.Import your USD outfit file into this folder.
In the USD Import Options dialog, leave all settings at their Default values and click Import.
Unreal Engine will automatically generate subfolders for Textures, Materials, and Static Meshes. Locate and double-click the Static Mesh of the outfit to open it.
🔧 Troubleshooting: Transparency Issues
If your garment appears transparent or ghostly in the viewport, follow these steps to fix the material blend mode:
In the details panel or content browser, find the material applied to the mesh.
Right-click the material instance and select Find Parent.
Open the Parent Material.
Scroll down to the Material Property Overrides section.
Locate Blend Mode.
Change the dropdown from Translucent to Opaque.
Save and Apply the material.
5-2: Create and Configure Cloth Asset
Step 1: Create the Cloth Asset
First, you need to generate the base asset files in your project directory.
Navigate to your Working folder.
Right-click > Physics > Cloth Asset.
-
Name the asset clearly (e.g.,
CA_Style01).Note: This automatically creates a DataFlow node with a "DF" prefix. This node is required for the asset to function—do not delete or modify it.
Step 2: Open and Clean the Dataflow Graph
Set up the workspace by removing unnecessary simulation nodes.
Right-click on your new CA Node (
CA_Style01).-
Select Open in Dataflow Editor (Experimental).
-
Clean up the graph: Since you are not running a simulation, delete all nodes EXCEPT the following:
Transfer Skin WeightsRemeshClothAssetTerminal-
(Optional) You may also delete the purple and brown explanatory notes.
Step 3: Import and Connect Static Mesh
Now, import your specific outfit geometry and establish the node connections.
Add Import Node: Right-click in the graph, type StaticMeshImport, and select it.
-
Configure Node Details (Bottom-right panel):
Uncheck:
Import Sim Mesh(as you do not have one).Static Mesh: Drag in or select your outfit mesh (e.g.,
style01).
-
Connect the Nodes:
Drag from
StaticMeshImport(Collection) →TransferSkinWeights(Collection).Drag from
TransferSkinWeights(Collection) →Remesh(Collection).Drag from
TransferSkinWeights(Collection) →ClothAssetTerminal.Drag from
Remesh(Collection) →Collection Lods 1(on the Terminal node).
Step 4: Configure Skin Weights
Adjust the TransferSkinWeights node to map the outfit to the character body correctly.
Click on the TransferSkinWeights node.
-
Update the Node Details panel with the following settings:
Target Mesh(es): Change to
Render Mesh.Render Mesh Transfer Source: Change to
Skeletal Mesh.Transfer Method: Change to
Closest Point on Surface.Source Asset: Drag in or select the combined body mesh paired with the garment (e.g.,
Character01_CombinedSkelMesh).
Step 5: Visualize the Asset
Verify your work in the Construction Viewport.
Click on the Remesh node in the graph.
Locate the Construction Viewport (the window to the left of the Simulation Viewport).
-
If the viewport is empty:
Click the View Mode Dropdown (Top right of the viewport, icon looks like a cube).
Select Render.
Save Project.
5-3: Create and Configure Wardrobe Asset for MetaHuman Creator
📂Step 1: Organize Folders
Before starting, ensure your file structure is clean to avoid referencing errors.
Navigate to your main folder → Style01.
Ensure this folder contains only your Working folder (which should be named identically to your intended outfit asset or use the
OA_prefix).Remove any other loose assets or extraneous folders.
👕Step 2: Create the Outfit Asset
Generate the core asset file using the physics menu.
Right-click in the folder → Physics → Outfit Asset.
-
Name the Asset:
Must match your folder name exactly.
Recommended Format:
OA_Style01.
-
Select Template:
Choose Resizable Outfit when prompted.
📦Step 3: Manage the Dataflow (DF) Node
A dependency node is automatically created and must be stored correctly.
Locate the new node prefixed with
DF_.Drag it into your Working folder.
-
Select Move Here.
Note: This step is required for packaging in Fab and ensuring compatibility with the MetaHuman Manager.
⚙️Step 4: Configure the Dataflow Editor
Open the editor and optimize performance settings before adding heavy assets.
Double-click your new Outfit Asset (
OA_Style01) to open the Dataflow Editor.Locate the Evaluate Dataflow Graph button in the top toolbar.
Click the three dots next to it.
-
Select Manual Graph Evaluation.
Why? This prevents the engine from trying to process changes after every single click, avoiding long wait times during setup.
🧵Step 5: Add Cloth Assets
Link your Cloth Assets (CA) and Skeletal Meshes to the Outfit Asset.
-
Dataflow Members Panel (Bottom Left):
Check the box for Sized Outfit Source.
Click the Plus (+) sign for each cloth asset you need to add.
-
Configure Each Entry:
Source Asset: Select your cloth asset (e.g.,
CA_Style01).Size Name: Enter a descriptive name.
SourceBodyParts: Add your combined skeletal mesh (e.g.,
Character01_combinedSkelMesh).-
Num Resizing Interpolation Points:
Default: 1500
Recommended Range: 1000–2500
Tip: Higher numbers are more accurate but process slower.
-
Variable Overrides:
Switch to the Dataflow Tab (Bottom Left).
Find Variable Overrides and check the box for SIZE OUTFIT SOURCE.
Verify that both the
CA_asset and theCombinedSkelMeshare successfully linked.
⏳Step 6: Evaluate the Graph
Process the data to generate the outfit sizes.
Click Evaluate Dataflow Graph in the top toolbar.
Wait: Watch the progress bar as it processes each size. This may take several minutes.
Reset: Once complete, click the three-dot menu again and turn Automatic Evaluation back on.
🔄Step 7: Re-Evaluation (Troubleshooting)
If you modify any input assets later (cloth, static mesh, etc.), you must force a re-evaluation.
Click Evaluate Dataflow Graph.
-
If no progress bar appears:
Right-click the Sized Outfit Source node → Evaluate.
OR Right-click the OutfitAssetTerminal node → Evaluate.
💾Step 8: Save
Save your Outfit Asset to preserve all configurations.
👤Step 9: Test in MetaHuman Creator (MHC)
Verify the outfit works on a character and resizes correctly.
-
Create Test Character:
Content Browser → Right-click → MetaHuman → MetaHuman Character.
Name the character.
-
Open in MHC:
Open the character and navigate to the Hair & Clothing tab.
Scroll to Outfit Clothing.
-
Apply Outfit:
Remove the current Wardrobe Asset.
Drag your Outfit Asset (
OA_Style01) into this slot.Double-click to apply.
-
Test Resizing:
Use body sliders or apply different presets to ensure the clothing adapts to the body shape.
🧥Step 10: Verify Wardrobe Item
After applying the outfit, check your Content Browser.
A new asset should appear:
WI_Style01(Wardrobe Item).
⭐6. MetaHuman Outfit Testing Checklist
The following checklist provides quality assurance for the MetaHuman testing phase. Use this to systematically verify that your OA_ asset resizes correctly without breaking.
1. Preparation
[ ] Clean State: Ensure the character has no other clothing layers underneath that might cause false clipping positives.
[ ] Asset Applied: Verify
OA_Style01is successfully slotted in the Outfit Clothing section.[ ] Visibility: Zoom in close to the garment boundaries (necklines, cuffs, waistbands).
2. The "Extremes" (Stress Testing)
This is where most resizing errors occur. If it works here, it usually works everywhere.
-
[ ] Maximum Bulk: Set sliders/preset to Tall + Heavy/Overweight.
Check for: Skin poking through the cloth (clipping) at the stomach, shoulders, and thighs.
-
[ ] Minimum Frame: Set sliders/preset to Short + Thin/Underweight.
Check for: "Floating" geometry where the cloth is too far from the skin, or collapsing geometry where the mesh overlaps itself.
3. Specific Body Regions
Adjust individual sliders if your interface allows, or select specific presets.
[ ] Chest/Bust: Maximize and minimize. Check for texture stretching or distortion on logos/patterns.
[ ] Shoulders: Widen and narrow. Check if straps (if applicable) stay aligned or slide off.
[ ] Waist/Hips: Check the transition area. If this is a shirt, ensure it doesn't clip into the pants line (or vice versa).
4. Visual Inspection Criteria
[ ] Clipping: No skin showing through the fabric.
[ ] Distortion: No extreme stretching of the UVs/texture (e.g., plaid patterns looking like spaghetti).
[ ] Seams: Ensure the vertices at the seams are not splitting apart during resizing.
[ ] Neckline: Ensure the collar doesn't eat into the neck on "Heavy" settings.
5. Final Verification
[ ] Reset to Neutral: Return to Average Height + Average Weight. Does the mesh snap back perfectly?
[ ] Asset Generation: Confirm that the
WI_Style01(Wardrobe Item) exists in the content browser after your tests.
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