Export with the Universal Tool

Preparing the export

To start the export process, load your character and the clothes to be exported to the scene. There are a few things to consider for use in Unreal Engine. Unlike for purely rendering purposes, it is advisable to keep the number of vertices as small as possible. I therefore use a DAZ3D Genesis 2 character. But don't worry: The Universal Tool works with all figures from the Genesis family.
To keep the number of vertices and polygons low, it is recommended to use the base mesh and later delete unnecessary polygons. More on this later in the tutorial.
The same rule follows the first function in the main script - the main tool changes the resolution to the base resolution to decrease the number of vertices.
If you change your character very much through morphing, it is also advisable to adapt the skeleton  to the changed mesh by using the Yminus Adjust Rigging tool. This prevents unwanted effects when animating in Unreal Engine. Use it for the main character only, not for boots, hats or something similiar.
As this is your choice, this function has not been included in the universal tool.

Loading your character and clothing into the scene

To prepare the export process load your character and all clothing into the scene. Give your character the shape you want to.
If the character is meant to be much smaller or taller than the Base Genesis shape you should adjust the Rigging for the shape with the Yminus Adjusting Tool.
If you like to use your morphs in Unreal Engine use after the renaming process (with the Single Yminus Renaming Tool)  the standard export function and include "Morphs". This process is not topic of that documentation.

Bring all items on top level

Unreal Engine aborts the import process if it detects duplicate bone names in the fbx file.
We see in the scene tab that all clothing items are on a lower level of the main character. That means that if we exported the main character like this, we would have the bone name "Hip" and others  multiple times in there. You can easily check that with the Check Duplicates Tool.
We first have to bring all items to the main level by selecting them and dragging them to the top with the mouse.
Be sure that there are no items within another figure tree! (It could  cause root duplicates or bone name duplicates! You will be prompted by the unreal error log - duplicate bone names like "hip" prevent the importing process.)

Additional details

By the way - usually it is not recommended to merge meshes into the main figure for the use in Unreal Engine - but if you like to add some anatomical details or other stuff to the body, you should firstly merge them into the character, then delete the duplicate bones in the scene tab and then assign your clothing and export all figures step by step with the tool.
But that's not the topic of this tutorial, nor is it about using and exporting morphs.
The best way to let the character wear clothing in Unreal Engine is to assign it in a character blueprint. This gives you the opportunity to later change clothing or assets in game. It is not recommended to export one figure with all clothing attached.

Export

Select the desired figure for renaming and exporting.
Run the Yminus DAZ2UE Full Script for each item step by step. Enter meaningful names in the opening Save window for the following import. 
The tool will change the resolution, check für duplicate bone names, will rename all necessary bone names and labels and will export an fbx file with preselected options. You will have a separated folder with all textures in it for convenient import into unreal and later editing.
Not used bones according to the standard rig of Unreal Engine Mannequin will not be renamed.