I have not, for the simple fact that Blender is Open Source and those using Blender with UE4 aren’t looking to spend money to do so (or they would be buying Maya/3dsx etc).
Also, placing it on any market even free of charge would be problematic, as I tend to make and publish small updates as my modeling/ animation needs change.
That’s essentially the reason why I released the plug in as I did, free of charge under the same basic GNU license that’s governed most open source software for years.
I was considering placing the necessary applications to have it included with blender, but I try to acrually work for a living and I’m the only one in my company able to push updates, so the blender inclusion requirements are a bit of an impossibility.
Also, I haven’t seen a tremendous amount of usage or downloads just yet.
Probably because not many of us are intent on creating better animation content for the unreal marketplace, which does somewhat make sense.
I haven’t stressed the IK automatic placement part yet. But that may be a good buzz point to explain how to run things properly in general for new comers to the animation scene.
I’m very likely going to make a few more features like adding and exporting morph target curves if at all possible. And maybe also a way to flag a specific bone axis as a curve to export.
Anything to make the process of importing new run/walk cycles easier is always a good addition I think.