LiveLink Anim How to Refine with Curves?

Hello Unreal Community! I apologize if this has been asked and answered somewhere, or is painfully obvious. I’m very new to Unreal Engine and this community, I’ve been using character and animation blueprints to try and rig up and easily animate the characters in my project using livelink face. My question is: is there some way to use curve modifiers and functions to refine the way the blendshapes move?

For context, some expressions look odd because LiveLink is picking up more than one morph target in my face at the same time. MouthRight and MouthLeft in particular are strange looking because it’s activating MouthFunnel, Pucker, Frown etc. at the same time. At first I tried using a scale curve to reduce the others slightly, but that just resulted in them hardly showing up in general. Is there a way to tell Unreal to reduce MouthFunnel, Pucker, Frown etc. only when MouthRight/Left is at a certain value?

Thank You!