# Live link facial animation deformed after new Metahuman release

**URL:** <https://forums.unrealengine.com/t/live-link-facial-animation-deformed-after-new-metahuman-release/578853>\
**Category:** Character & Animation\
**Tags:** unreal-engine, UE5-0, question, metahuman\
**Created:** [June 10, 2022, 5:02pm UTC](https://forums.unrealengine.com/t/live-link-facial-animation-deformed-after-new-metahuman-release/578853 "2022-06-10T17:02:34Z")\
**Posts on this page:** 1\
**Showing post:** 38

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**Author:** ![L.F.A](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/l.f.a/32/1194525_2.png) [@L.F.A](https://forums.unrealengine.com/u/L.F.A)\
**Post date:** [July 12, 2022, 3:16pm UTC](https://forums.unrealengine.com/t/live-link-facial-animation-deformed-after-new-metahuman-release/578853/38 "2022-07-12T15:16:15Z")

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I shared this info in another thread, maybe it helps.

> [@Live link tracks METAHUMAN facial bug](https://forums.unrealengine.com/t/live-link-tracks-metahuman-facial-bug/581783/8):
>
> I found that the mh\_arkit\_mapping\_pose asset comes “out-of-sync” and you want to update the source animation. See the fix below: Hope that helps. I am using IClone to animate my metahuman, even though this pose asset is not needed, everything works fine in UE 5.0.2 and a custom metahuman. If this update doesn’t fix it, perhaps is something on the Live Link app side. Let me know if that fixes the issue.

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