Blink Problem once we import to Unreal

Hello guys want to ask something.

For some time we have been working on a seri’es project and now we are a bit stuck on how to approach to a blink system based on multiple blendshapes, where we basically have different eyelid positions from an open shape an inbetween close for the upper leap and close lip and that same for the low eyelid. The problem we are experiencing is that once we export/import to unreal we can see the morph targets there but we have only 2 curves with animation and non the inbetween blendshapes are with animation information eventhough we tried to reimport the fbx on a new maya scene where we can see that working.

So essentially we don’t know what is going on…Any help here?