I exported Meta Human to Maya with Quixel Bridge.
I’d like to tweak this MetaHuman mesh and joints a bit and import it into UE5 as a new Skeletal Mesh to animate it.
Is this a violation of the rules?
I don’t think I’ll use the UE MetaHuman control rig
I have no plans to analyze or train RigLogic nodes.
To add to this, rigLogic node works by evaluating outgoing connections. If any of the connections is missing during the initialization phase, it will stop working.
You should be fine with that workflow. Editing the MetaHuman in Maya and importing it back into UE5 as a new skeletal mesh for animation is generally acceptable, as long as you use it within the Unreal Engine/MetaHuman license. Since you’re not reverse-engineering RigLogic or using the assets for AI training, it doesn’t sound like you’re crossing any restricted boundaries. For complete peace of mind, it’s always a good idea to review the latest MetaHuman EULA or ask Epic support if your use case is unique.