UE4 for filmmaking purpose - need some clarification

It was suposed to be updated for the 4.17, but delayed to the 4.18 if I remember.

If I can keep this solution as my last resort…
I have a bad tendency to need to modify and experiment new thing right in the middle of my animation sequence workflow, it could be a fast edit of the scene, new camera angle, etc… and so the need to fast edit the animation as well in order to fit the change of the scene / camera, the kind of thing which was making SFM so great for animation and filmmaking and that I hope to find again in the future on the UE4

From what I saw, Allright Rig still need to rely on the default EPIC skeleton to work properly (and so to have at least a custom model where the bone retargeting work properly at the first place), which brings a big question for me, or a continue to port and adapt my asset from SFM to the UE4 (making them PBR) without touching their rig and waiting the update of the control rig, or I also re-rig to the default Epic skeleton my asset, in both case I have a lot of porting / retexturing to do anyway.