Hi there:
When I export the mesh with morph in max, my adjusted vertex normal just been revert to the default version, but in Max, it’s no different, but after I check the mesh in blender and Unity, the problem shows like the image below:
The face on the left is the mesh with morph, but it lost the vertex normal information I adjusted; and the face on the right is without morph, but contains the adjusted vertex normal.
I am so grateful if anyone know how to fix this.

Replies
Also, the Morpher modifier probably won't transfer under the Skin. This is something you should setup directly in the game engine.
https://forums.autodesk.com/t5/3ds-max-animation-and-rigging/morph-and-skin-fbx-3ds-gt-unity-issue/td-p/8508081