Hello, everyone of AssetDK and forum.
I thought of a slightly different approach. Use the Blender Python script to modify the bone tail position and roll. The goal is to replace the UE4 3rd person template SK_UE4_Mannequin with a Makehuman created character.
The import from Makehuman to Blender is supposed to use socket. I have not confirmed the operation, but I think that there is no problem using .mh2 instead.
The Makehuman default A-pose works just fine to some extent. The fingers of the character's hands are a little strange. The Apose_ue pose can be a bit better. But it's not perfect. I would be happy if someone with special techniques for making poses could improve it.
Procedure
1. Working with Makehuman
1.1. Pose/Animate - Skeleton: Game engine
1.2. Pose/Animate - Pose: Apose_ue ( The pose is not perfect so I have not registered yet )
1.3. Community - Socket: Check Accept connections
2. Working with Blender
2.1. Create a new project and delete the default cube, camera, lights, etc.
2.2. Scene Properties - Units - Unit Scale: 0.01
2.3. Sidebar - MakeHuman - Settings - Various - Blender unit equals: Centimeter
2.4. Sidebar - MakeHuman - Mesh - Import human - Click the Import human button
2.5. Changed the object name of Armature to "Armature"
2.6. Open Text Editor(Inside the Blender)
2.7. Text Editor - Open: mh2ue.py
2.8. Text Editor: Press Run Script button
2.9. File - Export - FBX(.fbx)
Export setting ( Changes from default settings )
Geometry - smoothing: Face
Armature - Primary Bone Axis: X Axis
Armature - Secondary Bone Axis: -Z Axis
Armature - Add Leaf Bones: Uncheck
3. Working with Unreal Engine
3.1. Create a new project using a third-person template.
3.2. FBX Import
Import setting ( Changes from default settings )
Mesh - Skeleton: SK_UE4_Mannequin
3.3. Replace player character
3.4. Play the game!