When porting characters like the gen 8 into unreal i find the eyes textures & materials are not adjusted properly which can be easily fixed by reconnecting the RGB panel for the cornea and setting transparency on the eye moister by changing the opacity settings in the blueprint widget, problem is if you just use the raw import FBX file that you first port to unreal you get this issue just using the unedited fbx file in games.
All these files get cached in certain locations when they move through editors, so they carry the faults of the export process.
If you’re going to have bridges into other editors like daz3d can your programmers make sure on both sides of the editors that all functions for textures work correctly because you just can’t use that packed FBX or DTU file for conversion without sending those issues with it, which may or may not be fixable in certain editors when using them unaltered files.
The point of bridges is that they bundle all information needed so the next editor can unpack it all then read it in the appropriate directories without missing features like eyes.
Can you just have a set default for that generation knowing they all need certain opacity and rgb connections for the textures to show up, since the eyes are not just one piece it seems to have trouble reading the layers of the eye, particularly if you’re using more complex eyes which have many parts to the eye for textures which all need to be hooked up in blueprint widget for the material to render correctly.