Fix Metahuman neck distortion when using Set Leader Pose Component

Set Leader Pose Component makes my metahuman neck lift up when I tell it to sync with a non-metahuman body. I’ve tried this with two different metahumans and two different bodies and both do the same thing.

I found a tutorial in the docs (Working with Modular Characters in Unreal Engine | Unreal Engine 5.3 Documentation | Epic Developer Community) about the alternative methods you can use, but I don’t think Skeletal Mesh Combine will work as I need to scale up the head 104% to match the body size, and the example they showed of how to match the pose in the anim bp doesn’t work because you can’t plug the Copy Pose From Mesh node in if there’s a locomotion state machine already connected.

No one else run into this issue? It’s really frustrating.

So apparently this only happens when you try to add a metahuman head to a non-metahuman body. If you use a different body things go weird, so the fix is to use a workaround. I found a quick tutorial on the janky stupid way that we have to get Metahumans to work as character. What was Epic thinking??

Basically you just open the metahuman BP that comes in with the character, re-parent it as a character instead of actor, and then tell it to use live retarget and hide the skeletal mesh of the character. Problem solved, no more weirdness with the neck.

I found a proper fix.

Inside the face’s anim bp in the Anim Graph select the Copy Pose from Mesh node and turn off the attach from parent flag and turn on Mesh pose instead (or specify another root bone).

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