Corrective Blendshapes using Pose Driver

Hello guys,
I’d like some clarifications about the new Pose Driver node and his scope.
I am famialiar with PSD systems and RBF interpolators but I am not familiar about the workflow that I should adopt in Unreal Engine 4 with this new node.
This is what I want to achive.
The classic approach to Corrective shapes in UE4 would be to bake down the animation of those targets into tha DCC application (such maya).
By exporting the animation as fbx I can then “trigger” those correctives.
This is clear to me.

With the new Pose Driver node I could in theory have the blendShape targets driven in UE4 directly without having them to be baked down. So for example the blendShapes can be triggered even if I use a “dynamic” animation such a rag doll (not pre-baked in Maya).

Because the Pose Driver node require a pose asset to be triggered and such pose asset can only be created from an imported animation (I am wrong on this?) does this mean I need to create a dummy animation in Maya where I trigger one shape per frame and bake down those poses? Can I just simply connect the output of the poseDriven node into the blendShape channel?
I’ve checked pretty much all the twitch/youtube videos that are covering the subject but I’d like some clarification.
If anyone can post me a series of suggested step to achive the above it would be nice.
Thank you!

I’ve had some issues getting this to work too. I’ve created the animation being the poses, then converted them to pose assets (worked fine in 4.14, 4.13 had major issues). however, when it hits the pose it overrides all the joint animation, not just driving the morph target. an example of how to set up corrective shapes on an arm would be helpful.

I can do simple bends and twists with other nodes, but to handle shoulders and thighs we need something that can handle all three axis, and I’ve not gotten the pose driver to work correctly.

I’m curious about this as well.

It would be nice if this was answered. I would like to know about this as well.

This was supposed to be improved in 4.16, has anyone tried it?