We have been trying to figure out how we can take different types of mocap data and assign them to the same model within UE4, namely face animation and body animation. We can get the separate FBX files (all mesh, rig, and animations data included) into UE4, but combining the two is where we are having issues.
So we are getting fairly close, in that we have the head (neck movement, etc) spliced in with the body movement via a “Layered Blend Per Bone” node in the Animation Blueprint. It does not, however, carry over the facial animation from the blend shapes (that are otherwise viewable if just viewing the face animation fox in UE4 by itself).
Any suggestions? It seems like we’re just not getting the blend shapes to carry on through at this point.