UE 5.8 workflow for asymmetric non-human MetaHuman head deformation

Hi, I’m Rafi, a beginner building AlphaTiger in Blender and UE 5.8 for Live Link Face. The goal is one continuous asymmetric half-human/half-tiger head: a projecting feline muzzle, whisker-pad mass, and tiger orbit on one side, while the other side remains human. For the first usable beta, reliable blinking and talking matter more than polish.

Our topology-compatible base passed From Template and full-rig generation, but remained visually too human. That proves import/rig generation, not successful deformation of the intended creature anatomy. I’m looking for workflow guidance, not free modeling or unpaid implementation.

Main question: What is the supported UE 5.8 path from a substantially non-human neutral head to usable MetaHuman facial deformation, and where does custom calibration become necessary?

The specific decisions we need help with are:

  1. Starting carrier: Should we sculpt/warp Epic’s UE 5.8 conform-mesh FBX itself, rather than reshape an FBX exported from an already generated MetaHuman? Which exact template/export should we use, and what topology, vertex-order, UV, and component requirements must remain unchanged?
  2. Before From Template: How should the head, eyeballs, eyelid margins, teeth, and mouth interior be prepared for a projecting muzzle and asymmetric orbit? Which placements should be finalized before conforming, and which should be handled later?
  3. After conforming: What does From Template/full-rig generation handle automatically for facial joints, eye pivots, skin weights, and expression shapes—and what must be corrected explicitly? What order prevents one correction from invalidating another?
  4. Smallest diagnostic test: For neutral, half-blink, full blink, and a simple jaw-open test, what evidence distinguishes a neutral-shape problem from conforming, globe/joint-placement, skin-weight, or expression-calibration problems? Which inspection tools or views would you use?
  5. Practical limits and tools: With a strongly projecting animal muzzle and one human half, when is native conforming insufficient? If a Maya/DNA or third-party calibration step is required beyond Blender, which specific step and current UE 5.8-compatible tool would you recommend before final Live Link Face validation?

A response to even one of these points would help. Firsthand non-human MetaHuman examples, exact tool/version details, and current documentation are especially welcome. We want to validate one small reversible experiment before making broader changes.