I’m trying to run the ML Deformer and I’m encountering this error. I have an animation which matches a geometry cache alembic, but it evidently requires a skeletal mesh associated with it. I’m fairly novice with Unreal, so perhaps there is an obvious answer I’m missing. The animation is a metahuman asset.
In case anyone else is attempting to work the the MH geo, you need to export the bound geometry from Maya, so that the skeletal mesh is associated with it. It has to have the same name as the rig geo. So I applied the geometry cache as a blendshape to the animated MH head geo and that will ensure the exported alembic cache has a skeletal mesh. The training itself failed miserably but that’s a separate issue.