Metahuman Shoe Rig, Gets broken when Re-importing in Unreal [UE5-03]

Dear All, maybe someone here knows the solution for a problem that I’m currently facing with a Metahuman setup within Unreal 5. What I am trying to do is replace the shoes of a metahuman with a pair of other shoes that I made myself in Maya. Most of what i’m trying to accomplish is working (transfering weight paints from the orginal shoes, keeping the skeleton, making it move in Unreal , etc). But there is one cool property of the Metahuman shoe rig that i’m not able to get to work, but which is essential to give it a correct feel. And that is that in the original setup, the tongue of the shoe, automaticly pushes itself forward against the bottom of the leg.
It gives a real nice and natural deformation and is exactly how I want my own shoe model to work. Now i wasn’t able to get this behavior working with my own shoe, so i thought it would be smart to just try it out first with the original shoe, to see where exactly in the proces stuff breaks.

So i started a clean Unreal project, imported the metahuman with shoes that have this tongue behavior in it. And selected the Shoe Skeletal mesh in the Blueprint and then exported these to my D: drive in *.FBX form. I now replaced the shoes in the blueprint, with the exported (FBX) shoes, and was expecting for the setup to be still working correctly. But this was not the case, immediately the tongue of the shoe is no longer deforming against the bottom part of the leg anymore. While the model, it’s joints and it’s skin weight painting are (or at least should be) identical, because no modifications have been done in an external DCC application.

Does anyone know how they set this up? What is causing this problem, or ideally knows how to fix this behavior? if I know how to do it with the original metahuman shoe model, I should probably also be able to apply it to my own shoes.

I really hope someone can help me out! Thanx in advance.
If more information or images are needed, then please let me know.