I don’t get it. What’s your point? That I should waste time, and therefore money, to re-create something someone has already created just to prove a point to a random guy on Blender forum?
If there was literally no way to properly export skeletal mesh animations from Blender to UE4, then I would seriously consider learning FBX SDK and making such addon myself. But it would take roughly 2 months to do that, including time spent learning all the skills I need. Which at my hourly rate would end up costing at very least $11,000. Instead I can pay $25 and have the same thing.
It makes sense to do such thing only if there’s a gap in the market no one has covered yet. Last year, I’ve found one. Unreal Engine 4 did not have any proper, usable and flexible enough scattering solution, and at the same time Epic was pushing UE4 more into ArchViz field, so I know a lot of people coming from offline DCCs will be seeking something to scatter with. I spent about 3 months total both learning C++ and making the plugin just so I could take advantage of that gap:
It ended up being fairly successful, and it’s almost done making enough money to pay for all the development time spent on it, which is great considering I got paid my hourly rate for something I wanted to do myself.
But plugins/addons are not made just to prove a point. So whatever strategy you are trying is not working.