I’m working with a MetaHuman in Unreal Engine 5.6, and I need to achieve the following functionality for face animations:
- Play primary facial animations, mostly generated from a lipsync plugin.
- Overlay / additional facial animations for emotions since the generated ones lack expressive detail.
- Have the character’s eyes aim at a specified location.
So far, I’ve implemented 1&2 in the face’s animation blueprint, and trying to imlement 3 in the Post Process Animation Blueprint for the face by ControlRig node. I’m using the default MetaHuman face control rig (Face_ControlBoard_CtrlRig) for this.
The issue is that the control rig overrides the facial animation 1&2 that I implemented in the face’s animation blueprint, only eye’s look at works. Without this contorl rig node, 1&2 works right.
Does anyone have experience with this? What would be the best approach to achieve this behavior?
