Maybe it surprises you, but actually i did it, several times, and the inside UE4 stuff is usually the easy part, even when difficult.
The thing is i did managed to make a workflow through maya and did managed to transfer and use correctly the Base, Subdiv1 and Subdiv2 models as a UE4 usable character with LOD2, LOD1 and LOD0 respectively and with correct skinning across all models including genitalia and its bones (including Golden Palace, NGFG8 and Futalicious) fixing the tripophobic honeycomb skinproblem on bone move, i also found a problem in unreal engine 4 with the hip bone that produces a bug in the ragdoll where the upper-body and lower-body don't stay together and just go each one by its side stretching the hips like hot cheese and fixed it removing a hip joining bone that is not skinned to anything... And between other things, and i'm not even an 3d artist, i'm a web developer, not even a good one because i lack "design vision", "the third eye" or whatever is called XD , don't even know maya any more than a person with a week or two of experience, i just mess around with shit for fun(at least for now while i'm learning
).
And by the way, i will give you few tips for the character's transfer process from Daz3D to Maya and then UE4:
1st- Try to conserve as much of the default Daz3D skinning as you can or you will be doomed on infinite loop of clipping issues, bad bendings and other shits with the clothes and body itself.
2nd- Try transfer the JCMs from Daz3D to Maya, that will correct the conversion of Dual-Quaternion skinning to the game's friendly Linear skinning as those morphs will simulate nearly perfect bendings if you do it right, you will just need to tweak and mes around a little bit on UE4 to make each morph to activate on the correct rotating angles with the correct amount. There is one plugin for character transfer from Daz to Maya that automatically gathers and correctly configures all JCMs for you in maya, i think it was called "Genesis 8 for Maya" or something like that, but you will have to map it manually on UE4.
3rd- COLLECT MANUALLY ALL TEXTURES from your Daz3D library, because on export pretty much all of the useful ones that gives the true realism to your character are left behind ungathered, like the bump map, height map, glossiness etc...
4th- You can re-target all animations through UE4 itself like probably you already did, but it will not look very good, in most cases it will look even awful. If you are not an animator i recommend you to learn the mere basics of Motion Builder, it's like magic, with just a pair of tutorials you can learn the simple shit to transfer the animations from any rig/skeleton to the Daz3D's rig/skeleton on a reasonable amount of time, moreover if you are not planing into making your own animations.
And there are more, but i will not spend all day here writing when all of it you can find it in google as i did, with a little bit of research and the right keywords usage, and sometimes..... well, with a lot of research for some less common shit... XD
PS/ProTip: Even if the game do not contains "explicit visualization of active consensual and/or non-consensual coitus", it will gain many points with many people if you include a variety of skimpy clothes and cloth deterioration mechanics, even some partial nudity, ala dead or alive or soul calibur, even if you still keep the somewhat
"questionable animations", but you have to fix the game-play ASAP and make it enjoyable or there will be no salvation for your game... never ever... XD