I’m not exactly sure what question you’re asking here.
It sounds like you’re looking to have physics-enabled animations and physics-based systems for character animations in Unreal. Is that correct? And you would like to use Blender to create the assets for this and import them into Unreal?
Within Unreal, there’s something called a physics asset, and that physics asset will typically define the behavior for the character at a physical level. That will also define some of the behaviors for how cloth and other materials will interact with it, and you can also define joints, limitations, and rotations. You can also then define other skeletal meshes with other physics assets. So, for example, you can have a pear or ponytail and that has its own physics asset. Or you can define like a chain from the hip and that will have its own physics asset. You can then set that to simulate physics, and then when your character is running, for example, if you have it all set up correctly, then the chain will wobble according to the physics assets settings that you set on it.
In which case, When you create anything in Blender, then I recommend creating, shaping and rigging as you normally would. And author your physics-based workflow and pipeline in Unreal itself. So, i.e. set up the physics assets correctly and accurately. And as long as your rigging is set up properly and natively with Unreal, so Unreal can actually read and interpret it, because I believe you can rig in Unreal now natively.
As for the systems you mentioned, ALS and GASP and others are primarily for the fundamental character animation. They’re not really focused on the physics elements.
Remember, when it comes to physics in Unreal, it can mean a lot of different things. It can be for world physics, like gravity, for example. It can be character movement physics. For example, the new mover system, which can also use Chaos Mover, which can do physics accurate interactions and movements.
What it sounds like to you is you’re looking for animations that have some physics-based properties? but if you want to reply with exactly more detail on what you want and usage for example do you want hair to swing and do you want chains dangling from characters if so then please follow my workflow described above if you’re looking for how characters and players can interact with the world in a physics-based way then that’s a completely different question