Unfortunately, I think doing this in a material is challenging partly for the same reason as beveling in a modeling package before import: additional geometry needs to be created. I think that the easiest solution in this case is probably to automate the process of beveling and generating morph targets in advance in whatever modeling package is being used, rather than adding bevels afterwards in the engine itself. It almost certainly won’t be as messy as an attempt to do this all inside of an Unreal material, and it will probably give a better result as well.