Unless you bake the expression in the animaiton you would still need to apply the morph data in some way in UE4. Either through persona or through the apply morph via code. One thing you could do to make it simple is to save out the pose with the face expression and then in persona you will have morphs keys in the animation that you can modify, so if you want to modifiy the expression you can do it there. You can also add custom morph keys there with the add curve variable, this would be similar to the custom slide they have in IClone Face Key.
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To do a test of an expression in UE4 you can go to the Mesh / Morph Target Preview and fromthere play with the exported expression weights. But since this is a preview you can write down the values and add keys for them in the animation manually. But as you said before that would be more work but you have that flexibility to do which ever you want. More data on this:
Using Morph Targets in Sequencer. This would be way more manual than making an expression animation BP state for your character.
https://answers.unrealengine.com/questions/547416/using-morph-targets-in-sequencer.htmlThis is what I was talking about before but once you make it once which looks time consuming you can just share this with any actor:
https://docs.unrealengine.com/en-US/Engine/Animation/AnimPose/Facial-Animation-Sharing/index.htmlOlder live stream covering using morph targets in general in ue4:
https://www.youtube.com/watch?v=5wWGaJL_Q_8Personally if I were to take time on doing anything Id do the second link. So I never have to do this again... everything else is a per character solution. And all of CC3 characters are pretty much the same with morphs. Doing this processess once and never again sounds like a much better solution.