exported shape keys ignoring vertex grouping filter

I’ve been making models/animations in blender and filming in unreal. I am trying to use shape keys for lip synching. I export the blender file as an fbx with it’s shape keys, and use the shape keys in unreal’s sequencer.

The problem is, every single vertex is included in the shape key not just the intended vertex group. I’ve attached images showing the issue. Ideally, I need just the affected verteces to be included. I realize blender has a way of filtering shape keys using vertex groups, but after trying this, it still doesn’t seem to work here, even for primitive shapes I’ve tested with.

The strange thing is it works in maya with primitive shapes (haven’t tested with chracter mesh). I’d like to avoid working in maya and recreating all of my shape keys in there if possible.