Hi @ksc. Thanks for the reply. I think I didn’t ask my question properly, sorry.
I am not looking for the Skeletal MESH but rather the actual SKELETON. Following up on your example, though, I looked in the blueprint, found the skeletal mesh, opened it (the clothing asset in my case) and looked at what skeleton it uses.
This led me to /Content/MetaHumans/Common/Female/Medium/NormalWeight/Body/metahuman_base_skel
I am used to having a skeleton asset matching the name of the character I imported appearing right next to the asset imported so when I saw this I thought I must be doing something wrong since 3 of the 4 characters I created are male but the skeleton for all of them are under common/FEMALE/Medium
I guess if this is not a poblem then that answers my question, use that female skeleton for all MetaHumans.
Now I just have to wrap my head around working with a model where the “Body” mesh is only hands, the first child being the actual mesh for the body and the second child being the head… trying to apply a single animation asset to the three. I see the metahuman_base_skel asset DOES have bones for the head and up to the hands so I assume I have to do some blueprint magic to apply an animation, am I right?
For facial animation (if needed) I need to capture that separately and play that back separately if needed. But facial animation is for Sequencer scenes only, right?
For actual stuff like locomotion I need to loop through all (three/two) meshes and play the same animation of all (three/two). Say I get an idle animation from Mixamo and retarget that to my MH character, if I don’t play the animation on the head mesh then I assume stuff like looking around will break completely so I have to play the idle on the head mesh and leave the facial animation stuff for Sequences. As long as the animation includes transformations for the neck and head and I play that on the head mesh everything will work as expected. Am I right?
TL;DR version:
- Use the /Content/MetaHumans/Common/Female/Medium/NormalWeight/Body/metahuman_base_skel skeleton for all MetaHumans
- Use blueprints to play the same animation on all meshes inside the blueprint in sync
Do I have it right? If so then I just need to wrap my head around how to sync animations between three meshes all the time. Do I just assign my animations to blendspaces and assign the same blend space to each mesh and have all three meshes get their driving values from the same variables in the blueprint they all share? That sounds about right… Is it? Or am I barking up the wrong tree entirely? 
Again, thanks for the assist. It is greatly appreciated