Paid help: MetaHuman Control Rig + Live Link — head/neck pose gets overridden / neck offsets when disabling curves [PAID]

  1. Goal: I want Live Link head tracking active while I can apply a static pose / emote (or animation later) without Live Link overriding the head/neck pose.
  2. Current issue: In the MetaHuman Control Rig, the HeadMovementIK Forward section writes curves (e.g., HeadControlSwitch / HeadRoll / HeadPitch / HeadYaw / HeadTranslationX/Y/Z).
    • If I disconnect the Set Curve Value execution, Live Link head movement works, but the neck starts doing weird stretching/offset and the head feels “lagged / constrained” when moving the body.

    • If I keep it connected, the rig behaves normally with body, but Live Link head motion gets overridden.

  3. What I’ve tried: Switching to FK rig “works” for Live Link but control layout changes (many dots instead of the MetaHuman-style controls). I’m trying to fix the default MetaHuman rig behavior.
  4. What I need from you: A short paid troubleshooting session (Discord screen-share is fine) + either:
    1. exact node changes to blend/override correctly, or

    2. a clean approach to keep body/neck stable while Live Link drives head rotation.

  5. Version: Unreal Engine 5.7, MetaHuman, Live Link Hub.

Budget: $120/hr (paid). Looking for a 1–2 hour screenshare to diagnose + recommend the exact Blueprint/Control Rig changes.