Maya to UE4 FBX export blendshape issues

I’m having an issue with exporting an animation that uses corrective blend-shapes driven by the joints. The blend-shapes do export because I can see the sliders change with the animation in UE4, but it looks like the shape isn’t deforming as it should in contrast to how it looks in Maya.
I have all the proper check boxes checked, I even tried baking the animation/simulation, using older/newer versions of the FBX plugin but nothing works.

I’m at my wits end, hoping somebody here may be able to solve my problem.
I don’t know if it matters but the character is rigged using the ART tool.

I did a simple test with a skinned cylinder with 1 blendshape and Maya’s FBX just refuses to bake the blendshape.
All proper checkboxes are activated and I went through all versions of FBX…still nothing, I even baked the simulation/animation.

I FINALLY FIGURED IT OUT!!!

The solution was so simple I lost my mind…Classic Linear skinning…that’s it…I had Dual Quaternion activated…2 weeks…gone…no google search made any mention of this when it came to exporting with FBX.

I am doing a most basic blend shape animation:
One sphere + blend shapes = A squashed version of the sphere.
But no luck… UE4 do not recognizes it. This blend shaping has nothing to do with linear skinning or Dual Quaternion (And I do not know whatever these are)
Could you please explain your pipeline for someone who has no brain at the moment.