Has anyone had an issue where the control rig for face and eyes does not follow Metahuman 5.6 characters that were created via Metahuman Creator? Screenshot of the issue attached. Is there a fix or workaround solution?
Is no one else encountering this issue? Here is a clearer test on an new level comparing results from UE 5.5 and UE 5.6 new Metahuman Creator:
This is the 5.5 results. the face control panel follows the head correctly. The black lines from the eyes follow the LookAt component correctly. See how his eyes are looking at it?
Now this is the 5.6 Metahuman Creator results. The face control panel doesn’t follow the head. The eyes LookAt component is not following the eyes. This causes incorrect eye results. Does anyone else have this issue or know the fix?
Thanks.
It appears that by default the Face AnimBP is not set for the Face component. But also looks like the name of the face AnimBP has changed to ABP_Face_PostProcess. Once I set this, all behaves as per normal.
It seems to work for a while but the issue reappears after some actions like autosave. The dropdown is the same as above but it simply stops working after a while. I animate in sequencer.
To solve the eye problem I’m changing the Anim Class to ABP_Face_PostProcess but after that I can’t animate the face, even the eyes are not responding to the aim. Any help will be welcome! Thank you
Just in case anyone else runs into the same issue — here’s the fix:
As mentioned above, go into the BP (Blueprint), and under Face → AnimClass, assign ABP_Face_PostProcess.
Then, in the viewport, select your Metahuman, go to the Details panel, find Face, set Animation Mode to Use Animation Blueprint, and again assign ABP_Face_PostProcess in AnimClass.
Finally, save your work — done! ![]()
thanks. This just works for me when I do everything in the Control Rig itself. As soon as I add a facial animation I am stuck with the same issue. Even when i delete the face animation and go back to the Control Rig only, it is broken from this point… ![]()







