Throwing a tip for Max users regarding exporting corrective morphs to UE.

Unfortunately you are right in asking that question, it has been in the begging list from the community to Autodesk to improve such features but we all know that story.

In our case we use a commercial powerful skinning plugin Bones-Pro (along with a long list of other plugins/custom scripts). Bones-pro later combined with skin in Max gives you most of the tools you need for the job.

Now justify that to Autodesk and at best they’ll throw in a useless “voxel” feature on skin and call it an upgrade case closed kind of thing. We have been looking closer at Blender slowly. But it’s still a massive undertaking to switch when we have long list of complicated rigs and scripts setup and workflow setup in Max. We have to adapt Blender to our needs somehow, but we are looking into it slowly, it’s encouraging us further when the price tag for all Autodesk products just keeps on unjustifiably and astronomically increasing. For small studios and teams this has become a back breaking thing.