Animation for Metahuman doesn't play in Sequencer 5.8

Summary

I have Migrated some BP characters from a project into a new 5.8 one. These Characters are basically MetaHuman Characters with different skins.

In a Cinematic Level Sequence, I have added these characters and added animation to the Face and Body, which none of them worked from the get-go (I have removed the Rig that is created by default whenever you add a MH to a Level sequence). For the face animation, i saw that enabling “Force Custom Mode” option from the Sequence Layer solved the problem. But for the LOVE OF GOD I cannot make the Body animation work at all. Can someone give me some hints? The animation is working, i can see it playing whenever I open it. Moreover, the character has a hat on it attached to the Head bone and it “moves correctly” when I add the animation, but the head stays in place.

I saw some Warnings when I compiled my class:
Get SkeletalMesh : Usage of ‘SkeletalMesh’ has been deprecated. Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.
Get SkeletalMesh : Usage of ‘Get Skeletal Mesh’ has been deprecated. Use USkeletalMeshComponent::GetSkeletalMeshAsset() or GetSkinnedAsset() instead.

I resolved these warnings but the result was the same.

Thanks.

Please select what you are reporting on:

Creative

What Type of Bug are you experiencing?

Character

Steps to Reproduce

Migrate a Metahuman to a 5.8 project. Add it to a Level Sequence and add animation layers for it’s face and body.

Expected Result

The Body and Face animations should work in sequencer.

Observed Result

The body animation does not work.

Platform(s)

Windows PC

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(post deleted by author)

There could be multiple causes, but the most likely is that the animation blueprint is overriding your animation sequence track for the body too. I’ve had the same issue on face animations. Instead of changing the Animation Mode, I added the Anim Class track and set it to None. It disables the animation blueprint too, but changing the Animation Mode in the sequencer will quietly stay that way in every future level sequence. At least, that is what I found. Anim Class doesn’t seem to have that problem. I hope this helps.