Optimized Centers of Rotation Skinning

Since 2016 there has been a new skeletal skinning algorithm around, which allows for far better results with doing game character animations.

It’s called “Optimized Centers of Rotation Skinning” and it eliminates the drawbacks of the linear skinning method and the dual quaternion algorithm, while being built on those methods, which means, that you can reuse old animations/projects/characters without changes.

It would really enhance the game experience and immersion of any game created with UE4, if it could be implemented into Unreal Engine someday.

And it would work with every Character Creation Framework (MakeHuman,Character Creator 3,Daz Studio…).
What do you think about it? Is this the future? Any chance for it to be implemented one day?

Link to video+paper explaining this method and its advantages: