Blender Rigging and Animation

Looks good :). Regarding that twist bones. Take a look where they are on the UE4 mannequin. Think of it like you split up the weight of one bone to two bones. But the bone itself is not split. They are more parallel. The twist bone is a child bone (if you move upperarm_l then upperarm_twist_01_l should follow). If you have an animation without any critical pose than there should be no difference between a mesh with or without a twistbone.

Some example:

Starting point - weight of lowerarm_l vertex group (and a pose that looks bad without twistbone):
306c884dee665f14896bb5d5d3f1688bc097df4f.jpeg

Add a bone (use shift-s and snap curser and start/end point of the new bone to get good start and end points based on the already existing bone). Even take a look at the mannequin which bone is a child of which other bone and afterwards copy the vertex group:

This causes too much weight. You’ve got 1.0 on some vertex at lowerarm_l and 1.0 lowerarm_twist_01_l now (= 2.0). Make it that it’s either 1.0 lowerarm_l and 0.0 lowerarm_twist_01_l or 0.5 lowerarm_l and 0.5 lowerarm_twist_01_l (subtract/blur with auto normalize):
e0b208424dbae3f0055372d8d7cfbd0dbf7c6ea7.jpeg

Result is split up weights:
811b21066d7d25ebd8f5ad9cc8c31a3d22648a45.jpeg

…this one is already rotated as you can see the result (the pose is still the same … the only change is that the weight that was on one bone before is now split up on two bones and the twist bone was rotated parallel to the lowerarm_l bone):

But as you can see if I select both bones… it’s still the known weight that you had already previously. So you don’t have to think a lot where the weighting starts or ends at the ellbow for example. You just remove the weight at one end for the first bone and the weight on the other end for the second bone (you have to take a look a bit how it looks good so a bad pose is a good starting point… and even keep the wrist in mind). At the upperarm_twist it’s not the lower part that is critical (wrist) but the upper part (shoulder)… and so on.