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UE 5.7 fighting game project. I need a custom Face Animation Blueprint that lets me play AnimSequences via PlaySlotAnimationAsDynamicMontage on a MetaHuman face skeletal mesh, bypassing the standard Face_AnimBP / Face_PostProcess_AnimBP assembled pipeline (which is consuming/zeroing slot output in my project). Build standalone in your own project — no access to mine required. Use a fresh UE 5.7 project + default MetaHuman sample for development and testing. Background (so you can skip diagnostics): My project uses TrueFGE (TRUE Fighting Game Engine, Glinda Games) as a Blueprint-only fighting game foundation. Spawned characters use MetaHuman wrappers. I have a custom function MaybePlayFaceReaction(Tag, Probability) on the base character that successfully: ∙ Finds the Face skeletal mesh component via GetChildrenComponents (Include All Descendants) ∙ Casts to SkeletalMeshComponent (succeeds) ∙ Gets the Anim Instance ∙ Calls PlaySlotAnimationAsDynamicMontage(TestFaceAnim, "DefaultSlot", 0.1, 0.2, 1.0, LoopCount=0) ∙ Function returns a valid montage But the face does not visibly animate at runtime, even though the same AnimSequence plays correctly when previewed on Aoi_FaceMesh in the Animation Editor (with Face_PostProcess_AnimBP enabled). Already verified / ruled out: ∙ AnimSequence file is good (plays in preview on the correct skeleton) ∙ Skeleton mismatch is not the issue ∙ LOD stripping facial bones (ForcedLOD = 1) ∙ Visibility-Based Anim Tick (set to Always Tick Pose and Refresh Bones) ∙ Update Rate Optimizations (disabled) ∙ Component lookup picking wrong mesh (verified via debug prints) ∙ Cast To Face_AnimBP at runtime (was failing, now removed — call goes through Get Anim Instance directly) ∙ Tested with Disable Post Process Blueprint = ON and OFF — neither shows facial movement in PIE ∙ Loop Count = 0 (infinite) so timing is not the issue Suspected root cause: UE 5.6+ MetaHuman “Assembled” BP architecture. The slot fires but mh_arkit_mapping_pose and/or Face_PostProcess_AnimBP curve evaluation zeroes the result before render. TrueFGE only retargets the body, not the face. Recommended fix path: Build a minimal custom Face AnimBP (Sequence Player → Slot 'DefaultSlot' → Output, parented directly to UAnimInstance). Assign it to the Face component at runtime via SetAnimInstanceClass on OnAnimInitialized. This bypasses the entire MetaHuman post-process pipeline for face reactions. Skeleton compatibility note: AnimBP target skeleton should be Face_Archetype_Skeleton (standard MetaHuman face skeleton). My MetaHuman character is from approximately mid-2024 — please flag if you see any skeleton compatibility issues during your testing. Deliverables: 1. The compiled .uasset file for the custom Face AnimBP 2. 30-60 second screen recording showing it working in your test project (face visibly animating from a slot call) 3. Brief integration notes (5-10 lines) covering: ∙ How to assign the AnimBP to a MetaHuman Face component at runtime via SetAnimInstanceClass in OnAnimInitialized ∙ Any setup gotchas (target skeleton, slot name, anim mode) ∙ Confirmation tested with at least 2 different AnimSequences Required skills: ∙ UE5 Animation Blueprint authoring (advanced) ∙ MetaHuman 5.6/5.7 facial animation pipeline — must know the assembled BP / post-process AnimBP architecture and its quirks ∙ Slot-based montage playback
Project ID: 40429669
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13 freelancers are bidding on average $28 NZD/hour for this job

Hi Mate , I’ve carefully checked your requirements and really interested in this job. I’m working as a freelance graphic designer with U.S. and European teams. I’m offering best quality and highest performance at lowest price. I can complete your project on time and your will experience great satisfaction with me. I have rich experienced in Unreal Engine, Animation, 3D Design, Maya, 3D Animation, 3D Modelling, Unity 3D and Game Development. For more information about me, please refer to my portfolios. I’m ready to discuss your project and start immediately. 'DefaultSlot' Looking forward to hearing you back and discussing all details.. Thanks
$82 NZD in 22 days
6.7
6.7

Hi, I see you are looking for a custom UE 5.7 Face Animation Blueprint bypassing MetaHuman Face_AnimBP's slot zeroing. We have 8+ years of experience. To achieve better results, I would suggest parenting to UAnimInstance (not Face_AnimBP) and using a simple Sequence Player → Slot node → Output — this completely avoids the post-process pipeline that consumes your slot output. What you get: Custom AnimBP (.uasset) for Face_Archetype_Skeleton Runtime assignment via SetAnimInstanceClass in OnAnimInitialized Working PlaySlotAnimationAsDynamicMontage with visible face movement Screen recording proof in PIE + integration notes Delivery: 3 days We are available to start right away. Let's confirm your slot node name. You can check our portfolio below: ? https://www.freelancer.com/u/mahadhasan012 Thanks, PIXORA STUDIO
$30 NZD in 1 day
4.9
4.9

Hello, I’ve reviewed your MetaHuman facial animation issue in UE 5.7 and understand the assembled Face_AnimBP / Face_PostProcess_AnimBP pipeline problem you described. Since the montage already fires correctly, the issue is very likely the post-process evaluation overriding slot output before render. I can build a standalone custom Face AnimBP in a fresh UE 5.7 MetaHuman project that bypasses the assembled facial pipeline using a lightweight UAnimInstance setup with Sequence Player → DefaultSlot → Output. I’ll test it using multiple facial AnimSequences on Face_Archetype_Skeleton and verify visible runtime facial reactions through PlaySlotAnimationAsDynamicMontage. Deliverables: • Compiled Face AnimBP .uasset • 30–60 second demo video • Integration/setup notes for SetAnimInstanceClass and runtime assignment • Confirmation of testing with multiple animations Experienced with UE5 Animation Blueprints, MetaHuman facial systems, slot playback, and runtime animation debugging. Best regards, Neelam M
$30 NZD in 40 days
4.3
4.3

I understand that you need a custom Face Animation Blueprint to play AnimSequences via PlaySlotAnimationAsDynamicMontage on a MetaHuman face skeletal mesh, bypassing the standard Face_AnimBP / Face_PostProcess_AnimBP assembled pipeline. Given my expertise in Unreal Engine 5 and animation blueprint authoring, I'm confident that I can help you achieve this. I've reviewed your project requirements and understand the suspected root cause of the issue - the UE 5.6+ MetaHuman "Assembled" BP architecture. I agree with your recommended fix path to build a minimal custom Face AnimBP, which I'll do in my own UE 5.7 project using the default MetaHuman sample for development and testing. I'll deliver the compiled .uasset file for the custom Face AnimBP, along with a 30-60 second screen recording showing it working in my test project, as well as brief integration notes covering setup gotchas and confirmation tested with at least two different AnimSequences. Let's get started on this project. I'd like to discuss the details further and clarify any questions you may have. Please feel free to chat with me anytime within the next 6 days.
$10 NZD in 1 day
5.3
5.3

Dear , We carefully studied the description of your project and we can confirm that we understand your needs and are also interested in your project. Our team has the necessary resources to start your project as soon as possible and complete it in a very short time. We are 25 years in this business and our technical specialists have strong experience in Animation, Maya, 3D Modelling, 3D Animation, Unity 3D, 3D Design, Game Development, Unreal Engine and other technologies relevant to your project. Please, review our profile https://www.freelancer.com/u/tangramua where you can find detailed information about our company, our portfolio, and the client's recent reviews. Please contact us via Freelancer Chat to discuss your project in details. Best regards, Sales department Tangram Canada Inc.
$33 NZD in 5 days
3.4
3.4

Hello, I can build a custom Face Animation Blueprint solution for UE 5.7 MetaHumans that bypasses the Face_PostProcess_AnimBP pipeline and enables proper slot-based facial animation playback for your fighting game system. Solution: Create a clean Face AnimBP (Sequence Player → Slot → Output Pose) Remove/avoid MetaHuman post-process override (mh_arkit_mapping_pose / Control Rig layer) Enable runtime animation via SetAnimInstanceClass() on Face mesh Ensure PlaySlotAnimationAsDynamicMontage() works visibly in PIE Deliverables: Working Face AnimBP (.uasset) UE 5.7 test project with MetaHuman setup Screen recording showing 2+ facial animations working Short integration notes (runtime setup + skeleton + slot config) Outcome: Fully working facial animation system that correctly renders slot-based AnimSequences without being overridden by MetaHuman pipeline layers. Ready to start immediately.
$15 NZD in 40 days
1.7
1.7

I have spent several years specializing in the Unreal Engine MetaHuman ecosystem, specifically focusing on facial fidelity and rig optimization for high-intensity combat titles. Your fighting game project requires more than just simple sequence playback; it needs a responsive system that preserves the nuances of the MetaHuman DNA rig during rapid state changes. Having recently developed a hit-response framework for a similar UE5 combat project, I am confident in delivering a custom blueprint that feels both fluid and impactful, ensuring the facial performance perfectly matches the kinetic energy and frame-data requirements of your gameplay. My technical approach involves constructing a modular Face AnimBP that utilizes an additive blending stack to layer your AnimSequences over the base facial state without breaking the underlying rig logic. I will implement a robust State Machine or Linked Anim Graph to handle transitions, ensuring that "hit" and "pain" expressions interpolate smoothly via inertialization or custom curves to avoid visual snapping. Furthermore, I will expose parameters for dynamic weight blending and play-rate modulation, allowing you to fine-tune the intensity of each reaction directly within your game's damage logic. This ensures that your MetaHuman’s facial performance remains consistent regardless of the character’s current body animation or stance. To ensure we align on the implementation, are these AnimSequences driven by baked keyframes, or are you looking to integrate procedural jitter during the reactions for added realism? Do you have a priority system in mind for overlapping reactions, such as a heavy hit overriding a light flinch? I am available to chat or hop on a brief call to review your current rig setup and get this integrated into your UE build immediately.
$25 NZD in 7 days
0.0
0.0

Dear Client, How are you? I hope this proposal finds you well. I have gone through your project titled (MetaHuman Face Reaction AnimBP), and I am well versed with the instructed requirements for your project. This is to inform you that I have KEENLY gone through your project description, CLEARLY understood all the project requirements as instructed in your project proposal and this is to let you know that I will perfectly deliver as desired. Being in possession of all stated required skills like; (Unreal Engine, Animation, 3D Design, 3D Modelling, Unity 3D, Maya, 3D Animation and Game Development), as this is my field of professional specialization having completed all certifications and developed adequate experience in the respective field, I hereby humbly request you to consider my bid for professional, quality and affordable services that meet all your requirements. I always guarantee timely delivery and unlimited revisions where necessary hence you are assured of utmost satisfaction when working with me. Please send me a message so that we can discuss more and seal the project. WELCOME.
$83 NZD in 40 days
0.0
0.0

Hi there, THE CHALLENGE is to develop a custom Face Animation Blueprint for a UE 5.7 fighting game project that bypasses the standard Face_AnimBP / Face_PostProcess_AnimBP pipeline, allowing for the proper animation of a MetaHuman face skeletal mesh. Despite successfully triggering the animations, the face does not visibly animate at runtime, likely due to the MetaHuman "Assembled" BP architecture interfering with the slot output. To address this, I propose building a minimal custom Face AnimBP directly parented to UAnimInstance, which can be assigned to the Face component at runtime to bypass the post-process pipeline. By ensuring compatibility with the Face_Archetype_Skeleton and providing detailed integration notes, the goal is to deliver a functional solution that allows for slot-based montage playback and seamless facial animation within the TrueFGE framework. Regards, Matheus.
$10 NZD in 40 days
0.0
0.0

Hi! I just saw your project and I think I can help. I'm a 2D and 3D modeler and designer with over 10 years of experience. You can see part of my portfolio on my Freelancer profile.
$15 NZD in 40 days
0.0
0.0

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