October 16th Weekly Update
This wasn't a particularly exciting week.  I took some time to finish exporting the animations and skeletons for the cultist lady so they can be brought in engine.  I had some issues with the morph targets not wanting to import, but I got that sorted out.  
It still makes the animation file size a little bigger than I'd like, but I think I have a solution for that.  I want to look at linking the morphs  to motion on special bones, so that I don't have to carry all that morph information in every animation, but we'll see how that works out in tests.
The upside to the morph targets is fairly clean deformation, and they're a bit easier to animate.  The downside, in this case, is that file size.  If I can get that under control, I'll be in great shape.  As it is it isn't outrageous, but its something I'd like to get control of sooner than later.  
I know some people say optimize later, but I think its better to try to keep things under control in the first place where you can.   As I move stuff to UE5, I'm trying to get that optimization done early where I can.
I hope everyone has a wonderful week!