Using and animating characters with morph targets without glitches?

To answer your questions: Such a pose/animation is absolutely required, otherwise I wouldn’t have even found out about that issue. Secondly, I need a perfect solution, because I often get very close to the NPC characters in my First Person Game. Thirdly, my characters have to show some skin from time to time.

The armpit shadow problem comes definitively from UE4. It’s only this annoyance, everything else works just fine as far as I can tell and the workflow (DAZ,UE) is really fast, once you know what to do.

The animation in your first video looks really nice and smooth from the given distance,
but the knee bends look strange (volume loss). Did you use any JCMs for the animation?

How would the same scene look in UE 4.25, esp. with sunlight and updated shading as the newest UE version introduced some changes with the lighting.
After having done some tests I think that the outdoor lighting got a better balance and esp. pale skinned characters don’t look as ‘over-exposed’ now.

Thanks for the tips, have tried out some of them already like using 2nd uv channel for the char, applying emissive lighting, setting material to “used with morph targets” and playing around with pbr materials and sss profile (my own one), tessalation (strange effects; probably didn’t use it correctly) etc.,
but to no avail as of yet for this specific issue, because whenever I try to brighten up that one spot, the whole skin - which is very pale already - becomes too bright. But generally some really interesting approaches I wouldn’t have thought of.