How to bake animation channel in animation sequence

Good morning everybody,

I am developping my first control rig in Unreal engine 5.6 and I am stuck in a probably very simple problem. In my rig I have add an integer animation channel that the animators will use to change some shading information. The rig seems to work properly but when I try to bake the animation and get my animation sequence, I loose the animation reguarding the changes of shader that has been animated.

Is there a way store the animation curve of that animation channel onto a bone of the skeletal mesh? For now the only quick and dirty solution that I have found is to just simply pass that animation to the traslation of a dummy bone add inside the rig, but that is a really dirty solution. If anyone can help me with this, that would be really much appreciated

Thank you very much

Claudia