# Ask Epic Anything: Animation & Cinematics | June 21st, 2023 at 10AM EST

**URL:** <https://forums.unrealengine.com/t/ask-epic-anything-animation-cinematics-june-21st-2023-at-10am-est/1199295>\
**Category:** Announcements\
**Tags:** fortnite-creative, unreal-editor-for-fortnite, AskEpicAnything, STAFF-PICK-FN, fortnite\
**Created:** [June 14, 2023, 6:51pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-animation-cinematics-june-21st-2023-at-10am-est/1199295 "2023-06-14T18:51:59Z")\
**Posts on this page:** 1\
**Showing post:** 30

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**Author:** ![TomSarkanen](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/tomsarkanen/32/918655_2.png) [@TomSarkanen](https://forums.unrealengine.com/u/TomSarkanen)\
**Post date:** [June 21, 2023, 2:42pm UTC](https://forums.unrealengine.com/t/ask-epic-anything-animation-cinematics-june-21st-2023-at-10am-est/1199295/30 "2023-06-21T14:42:48Z")

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> [@BluDrive](#):
>
> Since Morph Targets fail validation in UEFN, do you have any best practices for capturing facial animations that are applied to/drive a facial bone rig instead?
> 
> For context, my initial pipeline was to use Live Link with UE5, then bake the performance to an animation asset which could be migrated and played back on the same SK mesh in UEFN

Morph targets no longer fail validation as of 25.20, so your morph-based workflow should work after that update.

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