Flexible Mesh - Editing Rigged object for different positions

I want to be able to have a conduit model (basically a long cylinder) rigged with bones in Maya.
I want to be able to import it to Unreal and then use the Skeletal mesh to create different versions of it based on the needs of the environment. I want to reuse the same conduit but be able to pose it in Unreal. Is this possible? If so, How?

I have the rigged object in Unreal.
I have been able to grab the joints by double clicking the Skeletal component, and I have been able to manipulate them, however even if I hit save, they don’t stay.

Any help would be appreciated!