Metahuman loose skeleton binding in sequencer

Hi,

I have a sequence open and import there a metahuman. I delete the default Metahuman_control rig and import an animation that was captured with Mocopi. It has always worked for me, but with 5.6 I am experiencing something strange. When I move the Metahuman to another location in order to accurate the animation, looks like the mesh looses the binding with the skeleton, so my metahuman does not move anymore (but the skeleton does), no matter what I do next.

Any clue on this?

Regards

Someone, please? This is preventing my project from moving forward…

Metahuman loose skeleton binding in Sequencer occurs when the character’s rig isn’t properly linked, causing animation issues.

Hi Anuj, thanks for replying. How can I fix it? Metahuman is rigged by default in Metahuman creator and it actually starts animating until I move the mesh…

Strange thing that I see in Anim sequence

Any UE expert, please? If users do not know the answer, someone from unreal/epic that may help?