Testing using the “Animated Mesh” Device (currently Legacy) with a MetaHuman (SourceAsset) mesh and a Vicon animation clip I made. Directly hooked up a Button to start the animation. Will be switching to Verse for a toggle play/pause soon.
Quick clip of the MetaHuman source mesh animated. The neck area is my fault, my Vicon retarget is a bit off on top off I was wearing the head markers without recalibrating.
The PostProcessBlueprint/helper bones are obviously not firing in UEFN, so the shoulders and hips are collapsing.
There isn’t any official way of bringing them in at the moment. I believe there will be a workflow in the future. You can bring the MetaHuman into UE5 then try to Migrate or export/import the mesh into UEFN. You can only drive the skeletons from animation sequences at the moment I believe, so you can’t setup most of the needed Blueprints/ControlRigs etc. needed that we have in UE5 though.