Rigify and Physics assets

I have a model that I made with makehuman and added a basic human skeleton with rigify. In blender it works great and I have made some animations. When I export it into Unreal Engine 4, the animations play fine, but I noticed that there are A LOT of bones in the armature. When I try to configure the physics asset in UE4 to add some to the animations, it is like something from a horror movie. It makes me think that it is because of all the extra bones that rigify puts in. Is there a way to export only the armature layer with the basic bone structure to the fbx so that in UE4 it doesn’t have all of the other bones? Also if this is the wrong way of thinking on how to accomplish my goal, advice would be helpful. I want a rig in blender with ik features for animation, but in UE4 I want to be able to add some physics to it with out it turning into a pot of mashed potatoes. Thanks!