Manny Skeleton

Hello!
I am encountering a workflow issue regarding the UE5 Manny skeleton.
While the corrective bones work perfectly inside Unreal Engine (likely driven by Control Rig or Post Process AnimBP), I am unable to replicate this behavior in Maya. When I import the FBX, I get the bones, but the logic/constraints driving these corrective bones for proper muscle deformation are missing.
Is it possible to obtain an source file (in .ma or .mb format) that includes the rig logic for these corrective bones? I need this to achieve accurate deformations while animating in Maya.
Thank you for your help.