I created a new custom metahuman identity from a headscan mesh. Then in the Metahuman Creator, I used the “Conform” feature to conform the head mesh from that identity.
Issue: if I try to use the eye target bone in the controlrig, and I rotate the character’s head, the eye target breaks.
1st vid shows the buggy behaviour with custom metahuman. 2nd one shows correct behaviour with a standard metahuman.
You can see that when rotating the head on the custom metahuman, the black outlines that go from the eye target bone to the actual eye, do not stay locked to the eyes. But with the standard metahuman, the black outline does always go from the eye target to the actual eye position, regardless of head rotation.
Note: The eye target bone does work if I haven’t rotated the head:
What I have already tried:
I have tried on 2 different headscans, in 2 different unreal projects and in both cases I get the same issue. (+the other one was a fresh project)