I'm having trouble wrapping the base Metahuman mesh to my custom geometry.

Hi!!
So I’ve been using the new Metahuman Creator in Unreal Engine 5.6 and am trying to customize the body and head using one of my coworker’s sculpts made in 3DCoat. Right now my workflow is: export the metahuman mesh into maya, export the geometry as an obj, and import the mesh into Faceform’s Wrap to conform into the custom geo. However whenever I try to wrap the metahuman, I always get the error: "floating geometry contains 14 disconnected polygon components, should be one. " Making the mesh one in Maya seems to work, but I think it messes with the vertex order. Still, whenever I wrap it, there are unconnected vertices in the back that separate and create a huge rift in the character’s skull.

Not a single tutorial I’ve followed has ever addressed either of these issues. Is it a problem with how I am importing/exporting the meshes?

Thank you for any help!!

Are you re-importing the same mesh after merging vertices or totally importing new one ?

Sometimes it can not read the new data or confuses between the old and new one, so import the new mesh totally instead of re-importing it.