got problem to export metahuman from Maya to UE4

If metahuman does not have strand hair when importing from bridge , then how to export metahuman from Maya to UE4 properly ?
I guess the essential node of metahuman system is " rl4Embedded_Gavin_rl " in Maya,Could anyone explain to me the mechanism of this node?Is this node a build in node in Maya?How does this dna file be generated?

Is there anybody can help me?please

Yeah I’m kinda wrestling with this myself. You could try exporting a MetaHuman directly from Bridge to Unreal and then just importing any animations you make in Maya. That way you’re not bothered by the Maya character’s lack of hair.

It seems to work ok if you’re working in Sequencer, you can actually export the facial rig’s control animation. But if you’re trying to export the skeleton animation, things are a bit different. I noticed the skeletal mesh for the face has a different bone structure than the one in Maya. So far I haven’t had any luck getting animation directly from the face joints in Maya over to Unreal.