Live link facial animation deformed after new Metahuman release

I’m been testing the new Metahumans release with the Live link app and all of them have the exact same facial deformation when using Live link to drive the facial animation. Even the ones from the new sample Metahuman project you can get from the store. (see attached picture. This is when I’m just smiling, it deforms to the side. I have tried with both calibration on and off in the Live link app).

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Seconding this, every new metahuman in UE5, both the ones created from my old metahumans and the new example ones, have this issue. old metahumans in 4.27 and before do not.

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yes. me too. i think it is a bug.

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Ah good to know that the old ones don’t. I was about to test that out.

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It definitely is a bug, looks like the use of morphs is messed up, hopefully they will release Live Link update.

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the same to me

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Yeah I tested an older Metahuman (version 4) and those still work fine and can be used in Unreal Engine 5, so for now there’s a work around. I’ve submitted a bug report. Hopefully it’ll get fixed soon.

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The same problem. I thought I screwed it up

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Can you describe exactly what is the workaround?

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I am having this problem too, is weird, also how do I submit this but to metahuman staff?

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You can report bugs through the bug submission form:
https://epicsupport.force.com/unrealengine/s/?language=en_US

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You can open Unreal Engine 4.27 and then open Quixel Bridge, but the standalone application (so not the plugin for UE 5). The standalone Quixel Bridge still has acces to the Metahumans 4 (the Metahuman category is divided in versions 4 and 5). You can then import a Metahuman 4 into a UE 4.27 project, save it, then migrate the project to UE 5 by opening the project in the UE 5 project browser.

:smiling_face_with_tear: Same to me. Please fix it asap

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Looks like custom mesh Metahumans are not supported in UE4. Welp, looks like we need to wait for fix.

Hello.
I just migrate FaceAnimBP from UE4.27 to UE5 project with my custom MH. The UE4 AnimBP override new one and now everything works.

I have found a way to solve the problem, where the problem occurs is in the naming of the BS

can you please elaborate?

Same problem.

Temporary resolution.
Go to UE5’s Mesh to Metahuman folder.

\Content\MetaHumans\Common\Common\Mocap

Copy the Mocap folder of metahuman content in UE4 in the same path and paste it in the same path in UE5. It’s a mapping problem.

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Awesome thanks for sharing will test this out