It is linear skinning, but with helper joints driven by a number of PoseDriver nodes, to improve deformation. You can see this all set up in the AnimBP.
Better late than never.
Thank you for this information.
Would this mean that it is possible to achieve similar deformations within Maya using the MH body and leaf joints ?
If one was to learn how to emulate the Pose driver nodes by way of constraints in Maya.
I’m asking because some animators are comfortable animating (the face and Body) in maya and then sending over the animation to the UE.