I’m actually working on this as well with Decus and had some questions on it too. I’ve read the site provided, and had 3 questions from it…
1)How do you attach to a “node” the image and make sure it cycles through the sprite for each animation frame for the character. In other words, how, with a glove for armor, would you make it hit the next image when the next frame comes in the animation to make sure it follows it?
2)In even more hopefulness my next question is if you can patch together pieces of the character into an animation, inside unreal, and have variables hold the image name to set it, e.g. the arm is arm.png, the body is body.png, head is head.png, so on and so on, and these are stored in separate variables, that show up the images in the animation. If you equip the glove, it would replace the arm.png with glove1.png, so the animation is still in tact and it shows the glove instead of the arm, since it’s equipped. Is this possible in unreal? I’m very hopeful that it is at it would save even more time to just piece together the character for each frame in the animation and change the variables as needed for the armor. Also would be able to just slap the weapon in there as a piece too and change the weapon image name on the fly for equipping different weapons.
3)My third and final question is if, in either option above, you can set “z priority” so the images show up in front or behind other images in the sprite animations. A good example would be the right hand glove when looking left (on a top down game, with the aspect similar to Zelda: a link to the past where you can see from a ~180deg angle instead of directly down from the top) it should show behind the body, but on top of the left hand if you use the “node attachment” idea in that post. I’m not sure how that would be achieved unless you had priority settings by picking specific areas in the sprite animation itself, as both arms would be in the same image, and the attachment is separate. With the second way I posted above, there would still have to be priority to z or front/back for it to work right. Is this possible as well?
I really think #2 with the #3 required front/back z priorities would be the best option, but again there just isn’t much documentation about this stuff for unreal at all. Thanks in advance for any help too. 
I’m just not familar enough with unreal to know if any of this is provided in features through the engine or it’s api, or if it will have to be created from scratch to handle it.
***I got a lot of this answered by trial and failure and some help. I think I got it.
thanks guys.