Playing around with metahumans in C++ only, after creating a control rig component for the face, the connection between face-body(torso, feet, legs) is broken. By broken, I mean that a transform on the metahuman affects all but the face.
A minimal example can be found here in the MySceneComponent files.
The culprit function is AddMappedCompleteSkeletalMesh(SomeSkeletalMesh). At first I thought the mapping was just via references or something similar but it seems not. Does anybody know what could I be missing?