Exporting LevelSequence with Metahuman characer+ Metahuman Performance results on deformed mesh on Blender

Problem
Exporting a Level Sequence that contains a MetaHuman character driven by a MetaHuman Performance to FBX results in a deformed mesh when importing into Blender 4.5.1. Plays correctly in Unreal; distortion only appears in Blender.

Versions

  • Unreal Engine: 5.6
  • Blender: 4.5.1

How I export

Observed

  • Mesh looks distorted in Blender (face/body don’t align with animation; vertices appear offset).
  • Skeleton hierarchy seems intact, but deformation is wrong.
    *Deformation is noticiable in the face animation of the character talking

Expected

  • MetaHuman imports with correct proportions and animation matching Unreal playback.

Tried

  • Different FBX options (ASCII/Binary, resample at 30/60 fps ).
  • With/without “Add Leaf Bones,” custom normals, bake transforms, unit scale tweaks.
  • Reimporting with/without NLA strip, automatic bone orientation in Blender.

Questions

  1. Is there a known issue exporting MetaHuman + MetaHuman Performance to FBX for Blender 4.5.1 from UE 5.6?
  2. Any required FBX export settings for MetaHuman that differ from standard skeletal exports?
  3. Is the recommended path Animation Sequence export (vs Level Sequence) for Blender?
  4. Should I use an alternative format (USD, Alembic) for better fidelity with MetaHuman facial rigs?

Extras

  • I can share a minimal FBX sample and screenshots if needed.
  • If there’s a specific bone orientation/unit/pose preset for Blender, please point me to it.

Thanks!