How to make a morph target animation as a reference pose? (HELP)

Hi. I ve noticed in Unreal engine that if i have a blendshape/ morph target data animation which then imported to unreal engine , the first pose would be the original mesh before binded to the skin… i ve keyed the animation on frame 0 as a specific blendshape deformations for example and i want to make it’s original pose look as its frame 0. but instead in unreal the original mesh pose would appear and i have to set the “specific animation” ticked to make it works. is there a workaround to make my blendshape as the original pose??
ticking on the “make frame 0 as reference pose” doesnt work here since its a morph target

Thank you