UE 5.6 Metahuman Animator - Capture Neutrals does not reset head orientation

Hi all,

currently experimenting with the new Metahuman Animator feature.
Using an iPhone with the latest Live Link App.

Setup and everything works great.

I have mounted the iPhone as described in this article:

Meaning it is at an angle to my face.

Now when I press Capture Neutrals in the Live Link Window inside UE, it captures the neutrals of my facial expressions.

However, it does not take the angle offset of the iphone into account.
Meaning, the Metahuman will look up at all times, because my iPhone is mounted below my face at an angle.

It basically only works if the iPhone is at eye level with my face.

In the old ARKit Live Link Face, capturing a neutral position was possible inside the app and always resulted in the correct orientation.

Seems like orientation reset is currently broken.

UPDATE

Okay so i tested it with a webcam, mounted either above or below my screen.
Clicking on Capture Neutrals here does also not reset the head orientation.

Outcome:
Cam mounted on top of screen - Capture Neutrals - Metahuman looks down cause cam is above head

Cam mounted below screen - Capture Neutrals - Metahuman looks up cause cam is below head

It seems like some of the process when using live link data changed.

In the past, when you wanted to use LiveLink for face animation, you had an AnimBP on the Metahumans Face, where you would evaluate the LiveLink frame data and drive the facial pose.

Right now, it seems that workflow does no longer exist.

Putting a Metahuman into a level, it has no AnimBP on the Body or on the Face.
If you choose a LiveLink subject and check Use LiveLink, the Body gets assigned an AnimBP called LiveLinkInstance

image

What I would like to do is edit the AnimBP to add an offset for my camera position, so that the head has the correct orientation. However, there does not seem to be an obvious way to do this.

I am also wondering how we would now use LiveLink for Face and use Mocap for the body, for example Rokoko. I would need to use separate AnimBPs for Body and Face to drive the animations.

It is currently unclear how to do this.