How to include controlrig edited joints into bake animation in a metahuman?

Hi guys, I’m making a pose for my metahuman that implies to rotate few joints and also edit the location of 2 spine rigs so I can make the mh taller.

When I bake to animation sequence and add it in sequencer I just see the joints rotated but the spine rigs aren’t affected. is there a way to make a working pose that reads the spine joints too?

Also if I export as fbx on another software tho I can see that the MH mesh has been correctly modified but this is not visible in UE5, why?