I’ve had success doing this using basic IK nodes in an animation blueprint. I started with the VR Expansion Plugin’s Vive Pawn (which has proper VR capsule movement) and attached a basic epic skeleton model to the ParentRelativeAttachment component. I stole the walk/run animations from the animation starter kit on the marketplace and the content examples. Then I use FABRIK for the head transform and Two Bone IK for each hand. I blended between crouched and standing animations based on head height, and then switch to prone under a certain point. Most of the example animations were right handed, so I mirrored all of them in Autodesk MotionBuilder and blend between poses based on relative positions between the controllers. This way the hips rotate appropriately. I have pretty good results using this method, you can see them here: Hailstorm VR - Fancy new character test - YouTube
I tried IKinema a year ago (based on the shameless plug in this thread) and had tons of issues. Maybe most of those were user error, but I remember the deal breaker was that it couldn’t handle jumping. The model would just collapse for a second and it looked terrible. Constraint driven IK does sound appealing, but I’m not sure how it works and 100$ for a broken black box is a pretty bad deal at the end of the day.