Animator Controller override Blendshape values

Hey,
I imported a FBX into Blender with some default blendshapes, added some shape keys and exported it to Unity.

The shape keys work as intended, as long as there is no animator controller active. As soon as I set it to active, all blendshape values are set to 0 and I am unable to change them (even with LateUpdate).

In Contrast, if I directly import the orignial FBX into unity without adding shape keys, everything works fine, blendshape values can be changed with animator controller active.

I need a way of adding those extra blendshapes for lipsync.

Using Blender 2.77 and Unity 5.3.

Okay, so I finally found a workaround, which is not really great but gets the job done.

Maya exported models apparently don’t have this issue, so the trick is to first export the blender file as fbx, then import it to Maya and export it from there.

I assume it’s because of the FBXSDK which blender is not allowed to use because of the GPL licencing.