I am importing a Metahuman into Maya via Quixel Bridge.
By default Metahumans wear flip flops, if you remove them the character floats a bit in the air.
After modifying the rig, I export to FBX and import into Unreal.
Everything works fine in BP_Metahuman (right on screenshot), when using the new FBX.
But when dropping body mesh (f_tal_nrw_body) and head (Lexi_FaceMesh) into the world (left on screenshot), you can already see the issue. There is a mismatch in Z by exactly the height of the flip flops.
I guess the Metahuman BP has some functionality which automatically fixes this?
For anyone reading this in the future, the solution is very easy…
Just move pelvis_drv down and export, done.
The problem I had with it still not working in Unreal was that I was using the “Import…” button to overwrite an existing skeletal mesh with a new one from FBX.
I guess something is ignored when doing that.
I had to delete the old skeletal mesh and import from scratch.