I’m trying to rig the face of a character in Blender to eventually bring into Unreal. I’d like the mouth and eyelids to follow the curve of the face so there’s no unnatural warping. As far as I know, modifiers in Blender don’t carry over to Unreal, so I can’t use a shrinkwrap modifier to keep the bones locked to the curve of the face. Is there some kind of constraint in Unreal that would keep the face bones constrained to the curve of the face?
The character, for reference:
