Because .mhpkg files can only include assets related to the main outfit, it's difficult to attach optional and expandable assets.
To overcome this, I will provide the most useful options in .mhpkg to help you use them easily.
The point you need to note is that the Cloth Asset file in the package is usually named CA_OutfitName and is located in the ClothAsset folder.
In the latest versions of UE5, Epic Games has introduced a new Cloth Asset system into the engine with many uses, including a new physical cloth creation system that is gradually replacing the old cloth system. This new system will overcome the optimization issues of the old system, and importantly, it does not require the Material Section to manage Cloth data like the old system.
Therefore, in addition to optimizing the number of Material Sections on the garment by using Virtual Texture, I use Cloth Assets to further optimize the product.
In this Cloth Asset section, I'll provide options for you to use for different purposes. Currently, I've included two options, corresponding to Line 1 and Line 2 in Cloth Asset, for two different purposes when using the costume: using it directly on your MHC character and using it in MetaHuman Creator. Pay attention to the INPUT and OUTPUT positions; that's where you'll need to do some manipulation to use it. I'll explain that below.
To use with MHC characters, MHC here refers to the characters in my store, you can find them here
The MHC outfits are based on the MHC character's body, so they fit the character perfectly, and you don't need to make any adjustments or changes to the asset. The only thing you need to do is open the CA_OutfitName file in the ClothAsset folder. Connect the INPUT to Line 2 and the OUTPUT to Line 2.
Why choose Line 2? You should choose Line 2 because I've already set up Cloth Physic for the outfit, and when you connect it, it will automatically work. You don't need to set it up manually anymore, everything is ready.
After you've finished, press Save to save the changes you've made.
Next, open the OA_OutfitName file in the package (it's usually located right outside the package folder).
If you've done everything correctly in the CA_OutfitName file, then the outfit won't appear in OA_OutfitName because you've changed it. Please click on Evaluate Dataflow Graph to update the content.
After processing, it will look like this, which means you have succeeded.
You've finished processing the Cloth Assets, now you can use them with your character.
Open your Character BP, and below the Body (your Main Mesh) add Chaos Cloth Asset (it usually looks like a t-shirt) as the Body's chil.
Select the Chaos Cloth asset you just added, look to the right, in the Details panel, scroll down to find the slot named Asset and enter CA_OutfitName there.
When you do it correctly, it will look like this.
So you're done, now you can use it for your own purposes like running, jumping, or taking photos...
To use with MetaHuman Creator, MetaHuman is a strictly closed system, and we can only add assets if we meet its requirements. When you drag and drop a outfit into MetaHuman Creator, it automatically removes the existing Skinning Weight attributes and uses its own algorithm to fit the costume to the MetaHuman character, allowing you to resize the outfit to match the character. However, there's a problem: after you create a custom costume and "Assemble" it, the Skinning Weight between the outfit and the old skeleton will be replaced by the Transfer Skinning Weight algorithm generated by MetaHuman Creator.
Therefore, if you want to create a costume to your character's custom size, be sure to manually adjust the Skinning Weight and also setup the Cloth Physic again. This is a closed system, and content creators have no way to interfere with it.
Okay, if you understand that, let's move on to setting up and using costumes in MetaHuman Creator.
Normally, the Cloth Asset in the package will be set up and ready for use in MetaHuman Creator; however, if you have made some changes in PART 1, when you import the outfit into MetaHuman Creator, it will fail like this.
The reason for this costume error is that some costumes require the use of a Proxy Mesh to set up the Cloth Physic. Don't worry, just follow these steps to resolve it completely.
The only thing you need to do is open the CA_OutfitName file in the ClothAsset folder. Connect the INPUT to Line 1 and the OUTPUT to Line 1.
Why choose Line 1? You should choose Line 1 because it just a clean Cloth Asset to use with MetaHuman Creator
After you've finished, press Save to save the changes you've made.
Next, open the OA_OutfitName file in the package (it's usually located right outside the package folder).
If you've done everything correctly in the CA_OutfitName file, then the outfit won't appear in OA_OutfitName because you've changed it. Please click on Evaluate Dataflow Graph to update the content.
After processing, it will look like this, which means you have succeeded.
You've finished processing the Cloth Assets, now you can use them with your MetaHuman Creator character. Drag and drop WI_OutfitName to Hair & Cloth > Outfit Clothing and double click on it to equip on MH character.
When you do it correctly, it will look like this.
So you're done, now you can use it for your own purposes
One problem is that after you assemble the costumes from MetaHuman Creator, these costumes won't carry the fabric physics, at least not at the time I'm making this tutorial.
And to create the fabric for the outfit, I will guide you through the simplest way to do so based on the assets already included in the package.
First, as usual, create your MetaHuman character, modify the character's appearance as you like, or use an existing character and equip it with an outfit, as shown in the image below.
Before Assembling a clothing, you need to equip the Clothing Proxy, which is usually yellow and has a name similar to the clothing with the word "Proxy" at the end.
Create a Full Rig and Download Texture Source as usual, then Assemble the costume.
After assembling, you will have the character and its outfit in your MetaHuman folder like this.
Open the character's BP and remove the current skeleton mesh outfit because to use a physical fabric outfit, we will use Chaos Cloth.
Open the folder containing the old Cloth Asset in the package and duplicate the Cloth Asset for the outfit, giving it a name of your choice.
Please note these two positions 1 and 2:
(1) are the nodes where you will replace the new Outfit mesh you just assembled.
(2) is the node where you will replace the Proxy mesh you just assembled.
Replace the main Outfit skeleton mesh in the nodes at position (1)
Replace the main Outfit skeleton mesh in the nodes at position (1)
Output connect to Line 2 then Evaluate Dataflow
The next step is the most difficult and requires meticulous attention to detail. Pay attention to these Selection and Weight Map nodes, we'll need to adjust them to match this new outfit.
Let's start with the Selection section. Here I've named them for easy identification:
"Ren/Render" node is the node that selects the mesh portion of the skeleton mesh of the costume.
"Sim" node is the node that selects the simulation mesh, which is the yellow proxy mesh you assembled earlier.
Open the original CA_clothing file and edit these Selection nodes to match the original file. You must do this manually because currently in Cloth Asset, the UE stores this Selection information using the vertex position of the mesh, and when you replace it with a different mesh, even if it has the same number of vertex and UVs, it will not be automatically recognized, you need to edit it manually.
Be patient and follow the original instructions precisely for each Selection node. The toolbar on the left is quite useful for editing these nodes, feel free to use it.
Next, for the Weight Map node, use the tool on the left and paint/edit it similarly to the original file.
Continue with the Backstop Weight Map nodes
After you've finished, you need to click on Evaluate Dataflow to complete the process, and you can click the play button to test how it works.
You've completed the hardest part. Now, go to the ..../Mesh/Clothing folder of the package and duplicate the PHYS_ file of the outfit. This asset is used for physical interaction with the fabric to prevent it from penetrating the body, so you need to adjust it to fit your MetaHuman character's body when wearing the outfit.
After cloning, open it and replace the skeleton mesh (not the CA_ file) that you have assembled into the Preview Mesh box.
Adjust it to fit your MetaHuman character's body.
After making the adjustments, remember to save the changes and return to the CA_ costume file. Replace the Set Physical Asset node with the new one, click Evaluate DataFlow, and save it. This completes the editing of the CA_ file.
Go back and open your Metahuman character Blueprint in the Metahuman folder from the beginning (the assembly we opened and deleted the costume Skeleton mesh from, remember?). Click on "Add +" and add a Chaos Cloth Component.
You can name it whatever you like and paste the CA_ file you created earlier into this Chaos Cloth in the Asset section on the right.
It's especially important to note that you must make this Chaos Cloth Component a child of the Body.
Remember to save! Now that everything is done, you can use the Metahuman character and the outfit with the fabric physics now applied.
Congratulations on your success! Thank you for using my product. If you are satisfied with it, please give me 5 stars so I have more motivation to create more great products for you!