Issue with ARKit Blendshapes Not Displaying on New Avatars

Hello Ready Player Me forum,

I’ve been using Ready Player Me for about a year with great success. The avatars I use have always been downloaded by using the avatar download link appended with ?morphTargets=ARKit to ensure ARKit blendshapes are included.

Within Unreal Engine my animation blueprint, which has worked reliably in Unreal Engine 5.3, 5.4, and 5.5, suddenly does not function correctly when applied to newly downloaded avatars. However, it continues to work as expected on my older avatars.

Here’s what I’ve observed:

  • The blendshapes are present and work when adjusted manually in the Skeletal Mesh viewer.Screenshot 2025-03-03 133540.png

  • The Take Recorder correctly captures the blendshape animations.
    Screenshot 2025-03-03 134553.png

  • Despite this, the blendshapes do not appear to be affecting the avatar in real time.
    image.png

  • Since my workflow remains unchanged and the issue only occurs with newly downloaded avatars, I suspect something might have changed in the avatar export or how the morph targets are applied.

What steps can I take to resolve this? Any guidance would be greatly appreciated!

Best regards,
ToucheToucan

I’ve figured out the answer to my own question, documented in the following post: