Editing the MetaHuman Blueprint
To start, we need to create a new Level Sequence because we’re going to add our MetaHuman Blueprint to the Level Sequencer:
- Just like in the last chapter, drag and drop the MetaHuman Blueprint from the Outliner and onto the Level Sequencer. Again, you’ll notice that a Metahuman_ControlRig and a Face_ControlBoard_CtrlRig have been created. Delete both of these as we don’t need them.
- Next, click on Face from the Blueprint in the Level Sequencer. In Figure 9.23, you’ll see how the Details panel has given me parameters for me to edit, namely the Animation Mode and Anim Class.
Figure 9.23: Selecting Face from the MetaHuman Blueprint
Ensure Animation Mode is set to Use Animation Blueprint and that Anim Class is set to ABP_Metahuman_Faceware_LiveLink Face.
- Now test your facial motion capture data by hitting the Play button at the top of the Unreal Engine interface. This will run...