Morph Target issues

Hello. I used shape keys to create expressions. In Blender, I finished all the animations and they work perfectly, but the problem occurs in Unreal. When I import to Unreal the morph targets, which in this case act as shape keys, don’t work properly. For example, if I modify the morph target of the eyebrow on the left side, both sides activate, and if I activate the right side, the expression becomes exaggerated. That is, if I move only one side, both sides activate, but they look fine like in Blender. This is reflected in my animations, as in Unreal they will be extremely exaggerated expressions. To visualize it, if I created a normal smile in Blender, in Unreal the smile will be like the Joker’s. Do you have any idea why this might be happening? Please help.




In unreal, try to use a lower value on the morph targets, maybe 0.5 or something like that.

If I start changing the values of the morph targets curves of the animations then I can fix the expressions. That is a lot of work and I think this is not the point. Unreal Engine is not recognising the vertex groups that I use in Blender to separate left facial expressions and right facial expressions. That is the reason when I move one side both sides are moved so expressions are exaggerated when both sides are moving.