Morph target data not translating to model in UE5.5.3

So, I am very much still a beginner to this program and process, there is probably something obvious I am missing and I hope one of you kind folks can help! So, here is my issue broken down into steps:

  • I bought a character to customize off of the store, when I first got it, I tested LiveLink in UE5, set it up, it worked wonderfully.
  • Decided I wanted to make my own textures, morph targets and skeleton using Adobe Substance and Blender.
  • Original mesh is now triangulated with new UVs and textures, though I doubt that plays a role, just being thorough.
  • I rigged and made the morph targets in blender using the plug-ins Auto-Rig Pro and Face-It together.
  • When I tested the livelink motion capture within blender, it functioned perfectly.
  • When I imported into UE5, set up my animation blueprint the same way I did when I first got the original mesh, the head rotations were captured, but no facial movement. Here is a screenshot of my ABP (I can only use 1 embedded media, otherwise I’d also show the event graph as well, but it’s pretty standard):
  • All morph targets are named correctly for Apple ARKit and show up in the skeletal mesh’s window with sliders, and I have tested each one.
  • The main difference about the morph targets, aside from using the faceit plugin to help create them, are that I used corrective shapekeys for certain expressions, and when I slide those corrected expressions, the corrective shapekey does function. In desperation, I tried removing corrective shapekeys to isolate it as a possible issue, and the problem still occurs.
  • So, I’ve narrowed down the issue to not be related to my network, at least. Which leaves the skeleton I made with Auto-rig pro and the morph targets I made with Face-it as the biggest variables compared to the last time I set this up.
  • Is there something I’m missing in the settings for the skeletal mesh and the skeleton in either/or blender or UE5? Or perhaps in the export/import? I’m using all the recommended export/import setting according to the resources I have found online on this subject.
  • I should also note, that the last time I set up livelink on the character straight out of the store, it was in UE5.4. So could it simply be a version issue?

Any and all help/suggestions would be greatly appreciated, thank you in advance!

So, I solved it! For any other beginners out there who have knowledge gaps that would lead to this struggle, here is the solution:

In the character’s skeletal mesh window, go to the curves tab, then add curves for every ARKit expression, named exactly the same as the morph target it corresponds to. In the ‘Type’ column, it has two options by default covered by a red X, hovering over them will reveal what they are: ‘Morph Target’ and ‘Material’, click the morph target option for each curve and it will turn into a green check mark. Save the skeletal mesh, then test the livelink motion capture again, it should now work.

Part of why this was something I didn’t try right away was because the original model I bought did not have any curves, it just was plug and go. And also, every resource I found that taught how to set up characters with blendshapes in blender and import them to Unreal to use with live link never made mention of curves. Literally, I did this on a whim as a hail mary lol! I don’t know why this is the solution or why making blendshapes with faceit was causing this and doing it the regular way didn’t cause it, perhaps users more knowledgeable than I can answer that, I am very curious.