How to perfectly loop sequence from Live Link take

You can bake animation into control rig, then edit keyframes to smoothen and make loopable.

For head animation, for example, add curves HeadRoll-HeadPitch-HeadYaw to Face_Archetype_Skeleton to animate them in sequencer. Then apply them to head bone in the post-process animation blueprint (Face_PostProcess_AnimBP) - just like LiveLink curves are processed in Face_AnimBP, but use “Get Curve Value” instead of “Evaluate Live LInk Frame” → “Get Property Value”.