Hi, I work a lot in the CC4 - Blender 4.x and/or CC4/IC8 - Unreal Engine 5.3 pipeline.
In my opinion there are some things to fix when exporting characters to ensure better compatibility and management:
ABOUT TEXTURE NAME AND TEXTURE FOLDER 1) The textures are very badly organized in folders and subfolders, which are difficult to find. It would be much better if they were all placed together in a single “Textures” folder; 2) Texture nomenclature should be improved. For example “Texture_Diffuse” for color is incorrect because metals do not diffuse colors. The correct and standard nomenclature should be “Texture_BaseColor”; 3) The textures produced for Blender are not those expected for the standard PBR “Metalness-Roughness” method. The Specular Map is obsolete. For Blender the following main textures should be produced: BaseColor, AmbientOcclusion, Metallic, Roughness, NormalMap(OpenGL), HeightMap, Opacity, Emission; 4) To improve the Epic standard required for Unreal Engine, textures should be renamed: T_texturename_D (for Basecolor), T_texturename_ARM (or ORM), T_texturename_N (for NormalMap DirectX), T_texturename_O (for Opacity), T_texturename_E (for Emission); 5) The same goes for Unity which requires the Smoothness and Mask multi-channel composite textures for the URP and HD engines.
ABOUT POLIGONS IN BLENDER By default, Blender needs quads poligons, but Reallusion softwares exports by Tris… why?
ABOUT RIGGING AND BONES 1) for Blender should be better to remove by default the twist bones in legs and arms because not standard with Rigify skeleton; 2) for Blender it would be appropriate to implement by default the IK export to better manage the Pose Mode; 3) It would be important to be able to manage the skeleton from CC4, for example by being able to add or remove bones. Two examples: a) if the character had a very long neck like that of a goose he should be able to foresee at least 4 divisions of the bones; b) if the character had a fixed, locked arm, for example if he always had to hold a magic sphere in his hand without the arm being influenced by the animations, it should be possible to position the arm in the desired pose and then fix the position and eliminate it from the animations and from exporting those bones.