Here are the instructions to retarget your Move One animation to Metahuman
Steps:
In the Windows Explorer (not inside Unreal Engine) Copy `IK_MoveOne.uasset` `MoveOne_Metahuman.uasset` and `IK_Metahuman.uasset` to the created MoveOne folder of your Unreal project, inside the Content folder
Import the _moveai.fbx, check Import Animations
In the Unreal Engine, navigate to the folder where you placed .uasset files
Right-click on the `IK_Metahuman.uasset` and open `Asset Actions` > `Bulk Edit via Property Matrix...`
Now inside the `Display` tab of the opened window, reveal the PreviewMesh entry. You'll see the Preview Skeletal Mesh component there with a value that you need to change
To find the correct value, go to your Metahuman's blueprint, select `Body` and check in `Details` tab its `Mesh` > `Skeletal Mesh Asset` Remember this name
Go to the `Property Matrix` window you opened before (step 4) and click `Pick Asset` icon (the rightmost icon) and select the asset with the name you got from the previous step (step 6) + `_preview` suffix
Save
Open the `MoveOne_Metahuman.uasset`
Select the `IK_Metahuman.uasset` as a target rig
Set the `Source Preview Mesh` to the `_moveai`
To remove bone mapping artifacts, click `Auto-Map Chains` and select `Map All (Exact)`
In the `Preview Scene Settings` change the `Preview Controller` to the `Use Specific Animation` and select the MoveOne animation sequence (_moveai_Anim)
In the `Asset Browser` select the animation and click `Export Selected Animations` it will bake the animation onto the Metahuman rig so you can use it directly
Select the folder where to save the retargeted animation
Go to your Metahuman Blueprint
Change the `Animation Mode` to the `Use Animation Asset`
Set `Anim to Play` to the retargeted animation (_moveai_Anim)
Resources:
IK_MoveOne.uasset
IK_Metahuman.uasset
MoveOne_Metahuman.uasset