Hi Michael,
Thanks for the input!
Actually yes, I’m writing a tool for importing data from Spriter!
Today I’m happy because I made several progresses, finally assembled my first character ! (no animation but it should be trivial from now, because I only need to lerp angles and locations for the bones!)
I’m using UBoxcomponent as “bones”. I do not know how could I do it with sockets, for attaching sockets I would need an initial sprite right?
I would like to make an editor plugin for automatically setting the Pivot points of my Sprites -I think it is the only way for doing it automatically, right?-
I have already the UPaperSprites imported from TexturePacker but I still need to set the pivot point, depending on animation data. Spriter support tweening the pivot points but my animations do not need this, so just setting 1 sprite with custom pivot point will be enough. For doing this I think of several alternatives:
a) doing it manually (thats what I’m doing right now) 
b) modifying UPaperJsonImporterFactory to take into account my animation data (another file) and set properly the pivot points
c) make my own UFactory plugin, which could create a copy of a base Sprite (the imported from TexturePacker) with my custom pivot points
d) modify the .paper2dsprites generated by TexturePacker in order to set the pivot points
I think the best alternative is c), because I will let both TexturePacker products and Unreal Engine basecode untouched.
What do you think? any suggestion here?
Yours
Dredok