Hi Nate,
Thanks for the honest responses and the info you've shared. I think this gives me a better plan too. I was considering doing the Runtimes from scratch if needed, but as you've stated it is a lot of extra work. So thanks for sparing me that Previously I was a bit frustrated because I felt like I needed to do that extra work, but it sounds like I don't.
It sounds like I need to try the generic c official runtimes and implement the SpriteKit for the sprite renderer.
Don't worry about doing UE4 first - I understand your priorities.
When you discuss the SpriteKit problem as "rendering images requires positioning rectangles by setting their scale, rotation, and translation," I'm guessing this is as opposed to other engines and frameworks that allow for 2D meshes to be rendered similar to how they are in Spine or (in 3D in Blender/Max/Maya). If that's the case, there may be a solution to this problem with SceneKit - but I'll have to double check on that.
Please share anything else I may need to know about what's needed in the rendering engine to make mesh deformation and non-uniform scaling work, and I'll see what I can find in SceneKit and report back here.