Actually is just a matter of getting animation data from 3ds/Maya/whatever to UE4 and its fairly simple, just think outside the box
Regarding the wrinkles I did a proof of concept and right now I’m developing a dual system for facial animation, one will be blend shape based, the other one will be joint based.
In the proof of concept I’m not using blendshapes, its all bone driven.
The joint based one will be swappable between characters
Tech demo is on the way, but lack of time is a problem.
Anyway I guess that by the end of novemeber/december I’ll probably release some videos and I’ll be available for work, since the system that I’m developing is quite efficient.