I think you are missing the corrective blendshape.
Also possibly the LOD level is kicking in, if there are any.
Otherwise there’s the possibility you just need to increase the skin cache fidelity.
You have to recompile the engine for that and it may be something covered in the article already shared too - it really should since its mostly an issue when working with their product and nothing else…
A Genesis framework model, 1 2 3 or 8, makes use of what’s called a JCM, or Joint Controlled Morph that corrects the joint using a morph target based on the angle of the effected joint. Other apps makes use of this technique as well like the morph angle deformer in 3ds Max.
If you wish , if using the bridge, you can export the JCM shapes and use the anim BP, as part of the DazToUnreal to preload the shapes
The axis may look different, but its probably not.
Dual quaternion is just better rotations, not necessarily better mesh skin precision.
What’s happening in your cases, aside from having no JCM, seems to be a precision driven problem…
Usually, it’s explained solved on topics that complain about morph target shadowing / display issues.
The reason behind the lack of precision is simple.
This is a game engine, not a 3d app.
You can change the code and build from source to increase that precision - but it isn’t needed for most if not all videogame, so it’s not the “default”.
Access SkeletalMeshImport.cpp
Change the threshold value to your liking, compile, and import the mesh.
If the issue was the weight paint precision, it will look much better.
If it wasn’t, then it’s probably a missing JCM…