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Hello, Newer Frostbite games have started using blendshapes more and more for faces through a system called MeshCompute 
In Battlefield 2042, this is done with an ebx asset of the type MeshComputeAsset referenced in different kinds of mesh assets, the compute asset has a few resources associated with it too for the different components, in this case there is...
AttachmentJoints (The bones are on the main character rig, but i think this lets them offset them along with the geometry?)
BlendShapes
BlendShapesProceduralChannels
FaceAdjacency
IndexBuffer
MeshDefinition

The bulk of the data however is stored in the main mesh chunks after the main two buffers, the size of the additional data is defined in the MeshSet resource per lod i believe
This is about as much as I've personally been able to figure out, I've hit a bit of a roadblock though given I don't know much about mesh formats in Frostbite.
If samples are needed I will gladly provide them.

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