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