It seems like a bit of a oversight, or perhaps there was a reason behind it. I, for the life of me, cannot figure out how to set up proper IK bones inside of UE4. I can set up VIRTUAL bones inside the engine, but it's just not the same. Whenever I export out of CC3 straight to engine, and I map to the default mannequin skeleton on import, most things work just fine. However the IK/FK bones aren't included. They're greyed out on my mesh which tells me they don't actually exist. This is all well and good, except many asset store products rely on these bones (Looking at you Advanced Locomotion System) to get proper foot placement. Plus, it'd be awesome just to be able to handle that sort of thing with one program (CC3), without having to export to something like blender, add in those bones manually, then export again. It's just tedious.