Hi,
I’ve used Faceware Studio to create a face animation. My workflow is that I have a separate unreal project to create face animations and then export the animations to another project for use in sequencer.
Not 100% sure but I think the problem is that the neck/head rotation is part of the body control rig and not the face rig. So when importing the faceware animation and selecting the metahuman face as the skeleton - head rotation isn’t affected.
In sequencer I have a metahuman that is spawned into the scene. I deleted the facial control rig and attached an animation track to the face that uses one of the created faceware animations. I also deleted the body control rig and have used a retargetted animation for the body.
I tried importing the faceware animation as the full body metahuman skeleton and then attached this as an animation track under body and this actually worked to rotate the neck - but it affected other parts of the body eg the arms, when walking.
I read another post about ticking force custom mode - and while that does get the head rotating, it displaces the head from the body.
Thanks