Need some tips on Fuse-Blender-UE4 pipeline, with morph targets preserved

Hi. I have exported a character from Fuse as OBJ, then modelled a kind of corset for it. Now, if I import the corset as clothing in Fuse, it is not placed correctly. For other clothes, I had to export tens of OBJ files for the same asset, in order to fix the offset. For the corset, it is more complicated, because I morphed the body in that part.
Now, I want to export the character without corset to Mixamo, download it as FBX for UE4, import in Blender, somehow rig the cloth to the character, then export it to ue4, with the blend shapes for facial animations preserved. I find this really hard to do, because I don’t know what learning resources should I look for. Could you give me any tips.

Also, in the past, I imported a character in Blender directly from Fuse, and her hands looked really weird when I switched to edit mode or pose mode. When I tried to export to UE4, although I deselected leaf bone at export from Blender, there were still problems, and animations looked weird.

Could you help me please ?