Facial Animation via FacewearTech - blendshape alembic or bones ?

[MENTION=202133] K[/MENTION] we are trying to use the Advanced Skeleton Rig, here is a link

to develop a process. We like it because it is very flexible and has conversion functions to go straight into UE, and also has a conversion for Mo-cap and Face Rig.
@FrankieV - yes, it is currently for Acting/Scripted Cinematic workflow.

So we are able to get the animation in via Bland Shapes, which we agree with both of you as far as getting more control then bones. My question now is:

  1. Can I export the animation data of Blend Shapes ( from Maya via 'Blend Shape Sliders 0-1) and re-apply them to the UE Character Mesh (Morph Target Preview under the Character Mesh -1 to 1)
    Otherwise currently we have to re-export the complete mesh with blend shape animation attached for each Take. Or maybe retarget it from an FBX imported mesh to my already body animated mesh.
    I am trying to stick with the workflow of doing the body animation first and then adding the blend shape facial animation on-top afterwards. Potentially even via live punch in on the the faceweartech.

  2. On top of #1 I would like to keep the Character bone part of the rig in such a way that it fits the standard UE Skeleton, so I can apply all the marketplace animations without retargeting.
    @FrankieV - you are mentioning Sequencer Samples ?