Mannequin Issues When Imported Into Other Programs

So …what?
Ditch the idea of using the Epic anims as a starting point?
Ditch the Epic skeleton completely and just use whatever I feel works?

Perhaps I’m labouring under the wrong ideas, but those upperarm_twist_01_ and lowerarm_twist_01_ bones just seems wrong to me anyway.
I would have placed them INLINE with the rest of the arm bones, e.g. lowerarm_twist (which I would call WRIST) should be attached to the lower arm (duh) and then the hand would attach to that.
You know, like a chain of bones.
But both hand and lowerarm_twist are parented to the same bone, lowerarm.

This to me seems weird, but is even worse on the upper arm, where upperarm actually controls the lower part of the upper arm, and its CHILD upperarm_twist controls the shoulder.

Perhaps this is just my inexperience of game character rigging, and I’m certainly open to constructive correction on these things.