So UE4 came out and is free now. I was eager to test out my test on performance on my android... and it was worse than libgdx, cocos2dx, unity and urho3d...
Most likely there is something wrong with my model, settings with UE4, maybe I would need to figure out how to batch animated models with ue4 to get the performance up.
So what I had was: I used the nothing scene, setup mobile, scalable and no starting content. I generated blue print that spawns 100 animated objects. The mesh was imported from blender and uses 1 diffuse texture. The ue4 engine added some specular lightning to objects though, which might explain some of the performance. Each model has somewhat of 1.1k faces, 13 bones and no ik-rig. It ran roughly 30 fps, before the processor started to slow down the process down to 17fps. The draw calls were something like 120, so most likely it doesn't use more than 1 draw call per mesh.
So I guess ue4 isn't my silver bullet to fast mobile graphics without any need to know optimize things either. Although I am pretty sure it is something to do with the configurations I have. I tried to disable just about everything from the render options except culling.