It would be really helpful if UE would allow dual (or even more) skin modifiers (at least that’s what they are called in 3ds max).
Why one may ask? Since UE doesn’t support skinmorph modifiers a setup of 2 skin modifiers would be appropriate for such effects.
Again one may say that this can be achieved in a single skin modifier. Yes it can, but in some more complicated joints (such as a bicep that has to buldge and be twisted by various twist bones) it’s really time consuming to set up and it will lead to vertices being controlled by many bones, whereas in a 2 skin modifier setup the first modifier can create the bulge while the second the arm bending and twisting.
I don’t know if something like this is even possible to be programmed.