I just try today the new meathuman lighting projet (thx Epic it is awesome).
So, using Bridge i import a newly created metahuman to see all the beautiful lighting setups.
Doing so, i came across little problem with the fuzz and the eyelashes dont follow the metahuman head when adding body track animation with the sequencer.
Just adding the correct binding for all groom who need it fixed the think.
I dont know for the mustache and the beard, this metahuman dont have it, but anyway, the logic is the same.
so I’m experiencing this exact same issue where my Metahuman’s peach fuzz and eyelash binding assets get disconnected from the blueprint. This seems to only be a thing with the MHC lighting preset project - i’m not running into this problem anywhere else - and I can’t quite figure out what’s wrong. I find myself having to re-attach the binding on startup. Doing this seems to fix it in the viewport, however when I try to render my sequence as an EXR via Movie Render Queue this is what I get:
Hello! I ran into a similar problem and my friend and I figured it out. If you go into your character’s BP and add some nodes to bind the grooming asset to their event graph, it should attach in the render.
some steps:
Event begin play - add sequence, connect 0 to what was there, add 1 pin.
Drag your groom components from the left into there. from their pin, pull out and find “set binding asset” and choose their correct binding asset.
I tried the same using UE5.0.0, and MHC lighting preset project.
Updated my HetaHumans’s BP and added the nodes as illustrated. Complies without error.
But it hasn’t fixed the issue
Live Link Face for MetaHumans in other UE5 (and UE4) projects works well.
Thank you so much. I’ve spent the entire day chasing this stuff down and this (along with copying mocap files from another thread) was what did the trick.
Thanks a billion @Rurrechuv that deletion worked partially for me, but I also had to add back a bunch of the binding assets like eyebrows, eyelashes, hair, beard etc… on one of my models
I solved this kind of issue by setting the Binding Asset from none to the original groom asset. For example, if the colored eyebrows do not follow the original eyebrows, just set the Binding asset to the natural eyebrows. See my screenshot.