You can rig your spacecraft however you normally would in Max; there’s no biped requirement or anything like that for UE4. Be aware, however, that the skeleton you create for your spacecraft is what will be imported into UE4, not the Max rig itself. So, any IK setup or rigging that you do in Max will not be preserved when you import into the editor.
My standard workflow for something like that is generally:
- Setup my animation rig in Maya/Max however I want it
- Create animations in Maya/Max
- Import skeleton (w/o the rigging, IK, constraints, etc) into UE4
- Import animations into UE4
So, you are still able to use the rig you created to author your animations in Max. Also, UE4 has it’s own IK and various other ways to manipulate your skeletal hierarchy.
Anim system overview: https://docs.unrealengine.com/latest/INT/Engine/Animation/Overview/index.html
IK in UE4: https://docs.unrealengine.com/latest/INT/Engine/Animation/NodeReference/SkeletalControls/index.html