A thing to keep in mind if you are about to use an unmodified DAZ figure is the skeleton is different from default UE4 skeleton, especially in regard to twist joints. Daz skeleton limbs has joints hierarchy like this:
Left Collar
Left Shoulder Bend
Left Shoulder Twist
Left Forearm Bend
Left Forearm Twist
Left Hand
While UE4 skeleton has separate twist joints like this:
clavicle_l
upperarm_l upperarm_twist_01_l
lowerarm_l lowerarm_twist_01_l
hand_l
with twist bones parented to the same bone as their respective bend bones. UE4 skeleton allows to use Two Bone IK as twist bones does not add levels of hierarchy while you won’t be able to use it with DAZ skeleton.
I am using a Genesis 3 figure for learning UE4 myself but have converted the skeleton to resemble UE4 hierarchy in an external application to be on a safe side down the road. Not something like direct import of a figure from Daz Studio to UE4 (and that spiky weights problem was initial reason though).
Another thing to mention is Daz Studio has Texture Atlas tool that is hidden from default UI layout but you can find it using Window->Workspace->Customize… (or just press F3) - there is Texture Atlas action. It might be helpful to reduce number of materials on the figure but it messes with UV so you’ll have to adjust UV in an external application as well. I use Modo personally: move UV islands to respective texture space (some of them are shifted to the right after making the texture atlas) and then assign the same material to whole body and delete unneeded materials. So I end up with just two materials for a character without clothes - body and eyelashes. Default Genesis 3 figure has 16 materials for the body so you’ll save on draw calls reducing it to one (plus eyelashes that has to have separate material because of different blend mode).