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Screenshot [imgur.com]
Yeah, I know about different Vertex Counts (Eye+Eyelashes+Mouth+Mouth_Overlay) having 2 Vertexes less. I dont know how much You modified the Face. (with or without Eyes+Mouth?)
But I have a method that might help you save time?
Blender Edit Mode: Separate the Mesh: - Select only Material Skin_Jodi and click RMB - Separate - Selection
Now, you have one Your BodyMesh and one latest OG Mesh with the same Vertex Counts.
After a SurfaceDeform act and Vertex - Blend from Shape - Join latest Eyes+Mouth with latest Body together or in a kind of own workflow
With many brains you can reach your destination safely :D
About Known Issue: No Expressions
I try to keep it short.
Use latest UE Project File: 创意工坊 Mod 制作 - 挑战模式 from the Devs
UE: On Female - click RMB - Asset Actions - Export.. Save? - Default Settings, if not, check Export Morph Targets
Google (Autodesk) FBX Converter Archives, download FBX 2013.3 Converter
Install - Start .exe - DragnDrop the exported .FBX - Convert
Blender: Import the converted .FBX (After Your Blender-Thingy-Thing)
FBX Export w/ Animation checked! (keep all Shape Keys aka Morph Targets)
UE: Import your.FBX via DragnDrop
OR
Reimport but look if Import Morph Targets are checked;
-> Import Settings - Mesh - Import Morph Targets (by Reimport look in Skeletal Mesh Overview)
Also in Sk. Mesh Overview are Morph Targets now. The rest is self-explanatory.
Uff, my brain that was a crash course haha. I hope it is understandable. Wish all the Best and seeya.
maybe it helps, for the Known Issue: No Lenses
A kind Person told me, I had to change in UE the "MaterialSlotName": to "Female_Eyes" and it worked.
"MaterialSlotName": "Jodi_eye", <<<<<<<<<< this one
"Material": {
"ObjectName": "Material'Jodi_eye'",
"ObjectPath": "/Game/Project/Character/Jodi/Body/Jodi_eye"