CC5 -> UE5: the eye mesh is not attached to the eye bone

Hello,
When exporting a character from CC5 to Unreal Engine 5.7, the eyes meshes are not attached to the eyes bones.
So when i rotate the bones, the meshes won’t move.

If i’m doing something wrong, can someone help me ?
If i’m not and it’s a bug, it’s quite an important one because it means it’s currently impossible to move the eyes on a character coming from CC5.

Thanks
Cedric

Some info after a bit more testing.
If you don’t ask for a controlrig, you only get 1 skeletal mesh where all the head bones (including the eyes) are useless.
If you ask for a control rig (or generate a new one with “run unreal auto setup”), you get 2 more skeletal meshes in the Rigs directory.
One for the face, which, again, can’t act on the head bones.
One for the body, which, this time, can act on the head bones.
So if you bump into this problem, you have to generate the control rig and use the “body” skeletal mesh to act on the eyes, jaw, etc.
I don’t know if it is working as design (the face mesh seems totally useless here), so i wouldn’t call it a solution, but at least it’s a workaround.

Cedric

Hi,

Thanks for bringing this up.
For current workflow, the bones inside Face Rig could still be used.
It just requires you to clear Post Process Anim Blueprint in the asset Details first.

Hope this helps!