First of all I love the add on.
I’m curious if I’m breaking any functionality by replacing some of the base deform bones? There’s some extreme poses where the clipping get’s pretty bad that can’t be easily fixed by corrective shapes, so I’m experimenting with having a extra bone for knees and elbows. Deformation has been disabled on the original leg bone and I’m just using copy rot, loc and stretch to on the extra bones. So far it seems to work in Blender, but will it have trouble with unreal or even in blender? I’m not intrested in compability with the default unreal skeleton.