Sudividing Character mesh

Hello Unreal People

I normally work with animation in Maya. where we subdivide the character mesh either in render time or with a smooth modifier. the reason for this is to skin and rig as low pole character as possible. Now here is the issue I wanna do the same but get my character to Unreal. But the smooth modifier cannot be exported to Unreal. In Unreal 4 you could maybe have used tessellation on the shader. But that option is gone.
Does anybody know another good way to keep you low poly rigged character in maya but get the mesh subdivide in Unreal?

if you export FBX, you have to check mark the export smoothing groups option. You might have to make sure the smoothing is active in Maya on export?