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Oh, and the reference skeleton is exported alongside the model itself. If you leave the reference skeleton out, you'll just import a static mesh, which won't cooperate with XCOM's animations.
This should become more clear when you look inside an existing mod's upk file.
And as a guy mentioned elsewhere, you should copy an existing XCOMHeadContent archetype from the game upk's and modify it instead of building one yourself.
If you manage to take your model - whatever it is - and alter it so it moves with that reference model armature, then you will have successfully ported the model.
Textures are a different beast. I suggest you rip any material out of an existing cosmetic mod and set the textures in there to your own so you don't have to set the parenting yourself.
And when you export the model from blender, be very sure you export in Face mode (NOT normal mode) and do NOT add leaf bones. Also make sure you export with all the vertices weighted to some bone you don't plan to use much. I for instance weight all my vertices to EyebrowUR3 with weight 0.05 and remove this weighting when I'm done rigging. If you don't do this the import could crash.