Yes but the process is a bit involved. First use something like uTinyRipper to extract the mesh from assetbundle, then load it in unity and export it as obj or fbx. Idk if unity has a builtin option to do that, i know there are third party tools available like FBX exporter, idk you have to look into it yourself but i know its definitely doable.
Anyways when you get hold of the mesh, import it into Daz and do the regular clothing creation process. Save as>scene subset etc. import into Vam with Clothing creator. Now you sort of have CUA as a clothing but it'll look janky. Vam will try to wrap it on the body like a regular clothing, and most solids objects will look fucked up. You have two options now
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Clothing rewrapper will rewrap the clothing to vertices of your choosing. This makes it so the morphs that can affect the clothing are the ones that also affect the vertices you chose before (does that make sense?). So if you chose like one or two vertices, there wont be morphs fucking up the mesh, and will fix the above issue. This one is more complicated than static clothing but cloth physics will only work with this method.
If you dont need cloth physics use Static Clothing. It will turn the entire clothing into solid object which you can parent to a bone. Also you can adjust its position, rotation etc. This is the best option if the object is something like a hat or glasses (something solid that doesnt need physics). if you enable physics old clothing will come back.
Both these options need you to setup
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