Mutable + Metahuman => head SKM collapsing

While using Mutable with MetaHumans in Unreal Engine 5.6, we are encountering an issue after generating the Mutable skeletal meshes.

At runtime, the head skeletal mesh bones appear to collapse or “snap” onto the parent body mesh, losing their expected offset.

Visually, the head bones seem to shrink toward the body origin instead of remaining properly attached via the neck/spine hierarchy.

Both the generated body skeletal mesh and the generated head skeletal mesh appear correct in isolation:

  • the skeleton assets are valid,
  • the MetaHuman bone hierarchy is preserved,
  • reference poses look correct outside of runtime.

However, at runtime, the head bones are repositioned as if:

  • all bone poses (including body and deformer bones) were being copied onto the head,
  • rather than following the standard MetaHuman setup where the head is attached to the spine/neck chain with preserved local offsets.

As a result, all head bones are dispatched to the same transform space as the body bones, breaking the MetaHuman head/body separation and causing incorrect deformation.

Additionally, in runtime, the Animation Blueprint associated with the generated skeletal mesh does not appear to tick, as no events are recorded in the Rewind Debugger. This suggests that the animation update may not be executed properly on the generated Mutable skeletal mesh.

Steps to Reproduce

  • Generate a mutable body and mutable head
  • Blueprint setup as head child of the body as parent
  • Play runtime, show flag “bone” to see the skeleton being “collapsed”

Hey there,

For the setup of the metahuman head, how are you driving the animation pose of the hierarchy of the head up to the face bones, and what animblueprint are you using for the Metahuman head?

Dustin

Hello Dustin,

We are using a basic head animation blueprint with a “copy pose from mesh” node.

Julien.

Hey there, apologies for the delay.

I did a repro using our Metahuman sample project and I cannot cause this issue to happen. Here’s my repro and maybe we can pinpoint major differences between to find out what the issue might be.

First my simple mutable graph. This takes the body, head, and clothing and makes two seperate components with very little modification, while also passing through the DNA file. This currently outputs two components, a head and body.

Then my character setup, this matches your description.

My body animgraph is just running a fwd run on loop, and my face has its own animgraph doing a copy pose from mesh where I copy the curves from my parent component.

Resulting in no bones doing odd things.

Is there anything extra or different about your setup?

Dustin