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.
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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)
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