I have used Live Link Face to animate custom characters in previous versions of Unreal, but in 5.5 the simple workflow of connecting the live link pose node to the output pose is no longer working. To verify if it was my workflow that was the problem, I tested the live link feed on the common metahuman Face_AnimBP (which worked in 5.5) and then I tested the same custom character rig using the same workflow in 5.3 (it moved properly and how I expected). The issue is that this same character will not receive facial animation using the same workflow in Unreal 5.5. The blendshape names are correct and the data must be flowing because it worked with a metahuman, so why won’t it work with my custom characters anymore? Is this a regression issue? How can I solve this?
[Solved - ish] It looks like the issue here was the interchange plugin. After removing that plugin and reimporting my characters as well as animations (they needed to be removed entirely from the project, I could not reimport with a dialog) The character’s morph targets began working as they have in previous versions. This issue is pretty detrimental to workflows involving non-metahuman characters that use live link face blendshapes, I hope this bug gets fixed soon.