Yes by making and reusing their custom Face_AnimBP (based from their video tutorial) into any metahuman characters and applying it to a head mesh.
Test it first and check if you can apply it also with your own context.
use animation blueprint on your Head, which first will CopyPoseFromMesh and save it BodyPose (name as example), and second would LayeredBlendPerBone this saved BodyPose and your custom LipSync animation asset.
you could check AnimBP example at any standard Metahuman (it’s used for ArkitLive blending with custom Idle)
Using rebind component worked for me ![]()
So I played with liveLink and it was great, but I didn’t intend to incorporate it in my project, it was just a test, however it messed up my project completely ( i made the error of testing it inside my main project) and now i had a detached head and body while before both the Body and Face were working in sync, as one would expect i suppose. So my goal was just to basically revert back to before my livelink testing, when the head was naturally attached to the body.
Solution
So i have a Ninja_Stab anim sequence that is applied to my Body. My face has no animation and is detached from the body because of my live link testing. I mean i could attach a face anim i did with live link to it, but i didn’t care for that i just wanted my Face to be attached to the Body again.
So in the sequencer i right clicked the body > rebind component > Face.
That basically shifted the ninja_stab anim from my body to my face.
In other words, at that point only my face was animated, and the body was detached (inverse situation compared to before where the face was detached but the body animated).
Good start though. So at that point i just had to re-drag my Ninja_Stab anim sequence to the Body and that was the end of it: both the Body and Face “following” the Ninja_Stab anim sequence.
Not sure whether that’s good practice, but that did the trick for me, hope it helps.
Note: compared to my original state where i was only having the ninja_stab anim on the body. Now the ninja_stab anim is applied to both the body and the face. Not a big deal, but just saying there is probably a cleaner/proper way to do this.

