Morph Targets overscaled when playing animation

I created a character animation in 3dsMax that uses a lot of morph targets for the facial animation.
Although the morphers looks fine in 3dsMax and in the Morph Target preview when tweaking the sliders in UE4, when playing the animation either in the Animation preview or in-game, the morph targets react as if their values had been multiplied by 10.

Every movement is magnified, here is what the “closed eyes” target looks like when playing the animation:

30832-screenshot+2015-02-23+08.59.59.png

This looks like a bug to me but is there a setting somewhere that would allow me to tone down the morphing?
I am using FBX 2014. The rest of the animation, which is bone driven, works fine.

Perhaps clamping the curve value might help?

Problem solved. It seems like baking the animation creates vertical tangents for all the keyframes, resulting in the animation going up and down at every frame. Exporting without baking the animation solves the issue.