Is there a way to access the neck/head bones in metahuman head in a sequence?

Scenario, I’ve created a BP that joins a non-metahuman body to a metahuman head character. The metahuman head is attached to one of the neck bones of the non meta body
The body has mocap applied . What I’m encountering is that the mocap animation on the body, for the neck/head, does not apply to the metahuman neck/head, making it look stiff. In something like motionbuilder, I would be able to create a constraint that would transfer that animation to the neck/head of the metahuman, but I can’t seem to figure that out in UE5, as I can’t seem to find a way to access those bones.

Suggestions?

ok, figured it out! Retarget animation in motionbuilder from non-meta body to meta skeleton, then bring in as animation using the face archetype skeleton, then add this animation into level sequence as animation for the face…

Hi! I have the same problem, but when I apply your method there is an offset in metahuman head position. Did you encounter any problems? Do you attach metahuman head by a socket?