Summary
We are facing a critical issue while working with Metahumans in Unreal Engine 5.4. When we populate around 50 Metahuman characters in a scene and start animating them, the head mesh of some characters randomly detaches and snaps to world origin (0,0,0), while the rest of the body stays in place.
This issue occurs either occasionally or frequently. Recompiling the blueprint usually fixes the broken character temporarily, but then a different one might break in the same way. It’s extremely difficult to animate or preview scenes reliably under these conditions.
Is this a known issue in UE 5.4? Are there any stable workarounds or fixes when working with multiple Metahuman characters?
Any help or guidance would be greatly appreciated.
What type of bug are you experiencing?
Other
Steps to Reproduce
Create a new level or open an existing level in Unreal Engine 5.4.
Add approximately 50 Metahuman characters to the scene.
Assign animations to the characters using Sequencer or Control Rig.
Play or scrub through the animation timeline.
Observe randomly selected Metahuman heads detaching from the body and snapping to world origin (0,0,0).
Recompile the character blueprint — the issue may disappear on that character but appear on another.
Expected Result
All Metahuman characters should remain fully intact, with their head and body properly aligned and animated as expected, regardless of the number of characters in the scene.
Observed Result
One or more Metahuman heads detach from the body and move to world origin (0,0,0) during playback or animation preview. Recompiling fixes the issue temporarily for one character, but it can reappear on others.
Platform
Unreal Engine 5.4 Editor (Desktop)
Operating System
Windows 10 Pro 64-bit