Does bone orientation matter when processing physics?

I’m working with Blender, which, by default has the length of the bone set to Y, in Unreal, it’s X. I can export using a fairly broken exporter and switch to X but if I am using all of my own skeletons, will it affect the physics processing for ragdolling and bounce meshes if the X axis isn’t along the bone?

I notice that the orientation of the constraints faces the wrong way and the origin is offset along the bone when using a Y solution. But I can’t necessarily detect a problem with how it processes the physics.