Hey,
Depending on how you’re setting up the keys for the morph targets, you can start in
FFbxScene::AddMorphTargetAnimations
or if you’ve attached them to the skeleton as attributes:
FbxScene.AddAnimation
I would be curious as to how you’re exporting your scenes from your DCC. I did a little test where I exported your character, animated the morph targets, and then imported the newly created animation in and everything worked as expected. If we can pinpoint differences in the export process we might be able to also debug the issue on engine side easier. Would it be possible to provide a source FBX as well for the animation you’ve packaged with the scene?