3D text material manipulation in Sequencer(feature request)

I have been exploring UE4 capabilities to animate Text3D material parameters via Sequencer. What I found was that at the internal level, 3d text consists of static mesh per glyph. So if I want to animate let’s say front color I must expose that param on every glyph’s static mesh ->material. What I would like to be able to do by default is to have a single material param which would influence the whole mesh. I am not sure this is possible with some tweaks as it looks like the component has been designed that way. But having a default behavior to be - single material applied to the whole text is a must for practical animation related workflow scenarios.
Also, thinking about the performance, are those glyphs sub-meshes batched during render pass? I am not sure as every sub-mesh has its own material.