My ultimate goal is to export an animation from Blender to Unreal. This is generally done by filmbox (FBX) files. However, my animation relies somewhat on drivers, which do not seem to export through FBX.
However, armature animations (and even scaling/rotating/translating) do export, which coverse the second half of my animations; so it seems like it should be easy to work around. Currently I've been manually transforming every armature to match what the driver would have had it doing, and this has worked well enough, but it is fairly tedious.
Is it possible to "commit" a driver's actions in an animation and remove it, simply leaving everything moving as it would have with the driver around? If so, how does one do it?