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Thanks for the response. I’ve been playing with it a bit, and I think it would be possible to create a rigify-type system for the Unreal rig, but it would be a fair amount of work. You’d need to start with the basic Epic rig - just the non-IK deform bones, have them change the bone size and positions in edit mode, and then generate a new armature using the bone positions.
I may try and do something like that if/when I find some free time. If I do, I’ll throw the results up here in case you want to roll them back in.