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In this video, I show how to fix a common MetaHuman animation issue in Unreal Engine 5, where the head becomes detached from the body when playing facial animation montages alongside body animations. We’ll go step by step through: Sharing rotation data between Face and Body Anim Blueprints Synchronizing head and neck rotations using animation curves Identifying the real root cause in the Face Post Process AnimBP Overriding the HeadControlSwitch curve to properly disable a faulty Control Rig -Implementing a clean and reusable workaround that works with MetaHuman Performance, Live Link, and cinematic dialogues This technique is production-ready and works perfectly with Dialogue & Quest Master for cinematic and in-game conversations. Chapters: 00:00 – Intro & problem overview (detached MetaHuman head) 00:33 – High-level solution overview & Creating the AnimBP interface 01:32 – Implementing the interface in the Face AnimBP 02:09 – Extracting head rotation curves 03:02 – Sending rotation data to the Body AnimBP 03:44 – Implementing bone rotations in the Body AnimBP 04:58 – Character Blueprint setup (Begin Play) 05:11 – Testing… issue still present 05:23 – Identifying the real cause: HeadControlSwitch curve 05:36 – Manual test: disabling the curve 06:10 – Automating the fix in the Face AnimBP 07:28 – Dialogue & Quest Master NPC setup 08:26 – Final test & result 08:40 – Conclusion & next video (Live Link facial mocap) 💻 Get Dialogue & Quest Master on Fab: https://www.fab.com/listings/6598b2f6... 💬 Join our Discord for support and community: / discord 👉 Next video: using Live Link to record facial mocap and integrate it directly into Dialogue & Quest Master. If this helped you, feel free to like the video and subscribe for more Unreal Engine and MetaHuman workflows.