Yes, that link was wrong. Here's a working link:
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You do not necessarily need to restrict yourself to only G8.1. You can get the benefit of micro detail textures with G8 characters as well, you'd just need to use the BasePBRShader included with the bridge, plug in your G8 textures, and then obtain some micro detail maps from anywhere (most G8.1 characters have them).
I don't mess with the UVs after merging the geograft. Or before really. I don't make changes to the UVs. A helpful tip as well is that in Unreal, when you have a mesh asset opened, you can view all the UV indices associated with that mesh by going to character > advanced > UV visualization. This will help you figure out what index to set the texture coordinate node to when trying to get Dicktator textures working for instance.
View attachment 1845888
Here's a look at how my BasePBRSkin material is setup for dicktator:
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In order for this to work, you need a dicktator texture that is blended with your character torso texture. Think of it this way: In Daz, we use a geoshell to blend the Dicktator textures with the character textures. In Unreal though we don't want to use geoshells, but instead apply the geoshell textures directly onto the Dicktator mesh. So in order to do that, we can use the mask provided by Dicktator, and then use photoshop to blend together the torso texture with the dicktator texture. You can use the Map Transfer tool in Daz to create a copy of the torso texture that matches the Dicktator UVs. Then in Photoshop, you can bring in the dicktator mask, dicktator texture, and the torso texture you created using Map Transfer. That will give you a blended texture you can apply directly to the dicktator mesh and have it match with the character skin:
View attachment 1845903
Then you can plug this blended texture into the BasePBRShader, as well as the mask, like I have it setup in the above image.
It looks like you have correctly added the Texture coordinate node everywhere you need it, all you are missing is the lerp, which I show in the above image.