How to use Blender exported animation with player skin in UEFN Sequencer?

I’m creating a custom animation in Blender and want to use it in UEFN inside a Sequencer. The goal is: when a player interacts with another player, a cinematic animation plays via the Sequencer — using the actual skin of the player who triggered the animation, not a fixed mesh or generic mannequin.

I have a few questions:

  1. What’s the correct workflow to export an animation from Blender to UEFN so it works properly with player characters?

  2. Is it possible to use the Player Reference or something similar inside a Sequencer, so the animation plays with the triggering player’s skin?

  3. Is there a specific 3D model or skeleton I should use in Blender to ensure compatibility with Fortnite skins? Or can I animate using any rig?

  4. Are there any limitations when doing this in UEFN compared to using full Unreal Engine 5?

Any guidance, examples, or best practices would be greatly appreciated. Thanks!