Externalized weights, 1 Shared Skel and runtime binding?

Is there any workflow in Unreal (or can it be done in any way), to have one skeleton asset to maintain and multiple character models that are unbound in the source fbx, but attached to the shared skeleton, with externalized weight data in runtime binding?

This would allow a workflow of only needing to update the skeleton asset (joint positions, not names or hierarchy) without needing to update all those character models and skinning data too.

Shared animations would all be for that one skeleton too, obviously.