Sorry to hear that! With the removal of Tessellation in 4.27 I believe the goal going forward was to lean on Nanite for high poly mesh solutions, however Skeletal Meshes don’t yet have Nanite Compatibility so that makes it a bit harder to pull off. The way they got around this in Valley of the Ancients was to have nanite meshes attached to a basic SKM, but that’s not scalable and definitely not effective for deforming characters. I don’t believe there’s a standard alternative for that workflow in 5.03 as of yet.