MetaHuman Rig to Stylized Cartoony Characters

The Kiteboy model is using (mostly) blendshapes, hard-sculpted into the model, and driven by LiveLink ARKit channels with some post processing in BP.

Metahumans can also be driven indirectly by these channels, but the face models actually get deformed by a multitude of surface bones.

Therefore, even though it Kiteboy can be driven by LiveLink, it isn’t compatible with the blendshape-less workflow of Animator. Unless it is recreated through MeshToMH, of course.