Mechanical dynamic rig for real-time previz.

Hey guys, I’m working on a biped mechanical character for a real-time previz inside UE4, the character is going to be connected through a mocap system and will be solving in real-time for an actor movement.
The character has a lot of secondary elements like pistons and hoses that react to the main motion in it’s original 3ds max rig, this is achieved through IK chains and constraints, given that this is intended for real-time, I’m not sure how to achieve the same results inside UE4.

Any thoughts?

Here is a picture of the model, you can see the pistons I’m talking about below the head and others around the clavicles.