Well making use of Daz Studio and Genesis 3 will at the very least maintain the fidelity of the source as the two work hand in hand but now your talking injector technology and not just a simple adjustment of the proportions of the base character model.
As for deformation issues you should not be having that as to the extent of the pictures as the result is so far out side the expatiation curve that something has to be wrong with the set up.
To put the result into some kind of context ever see the Wolf Of Wall Street? The scene where Jordan Belfort tried to drive his Lambo home stoned and he though he made it home in one piece? The fact of the matter was the Lambo was totally destroyed that makes you wounder what the hell happened on the drive home that would make Belfort think he made it home safely in the first place.
No disrespect but by the looks of the pics the only thing I can think is wrong is you drove head on into a Mac truck.
Now dealing with injectors is much easier to deal with at the source level as the morphs always match the rigging as exported and it’s becomes more about how the data is implemented in UE4 as to the desired result. If the data is baked as being unique to the character model then you might have to retarget the animation to the character “or” in some cases you might not have to as in the joint rotations and relative position still lines up.
4 unique characters but they all still use an instance of the same G3 framework using custom animations targeted onto and used with the unique character.
The other option is to export the injector as part of the morph export rules with in Daz Studio.Lets say you have a Tom, ■■■■ and Harry characters set up as injectors. If you export them as part of the morph export rules you would only have to set the target to 100% in UE4 to achieve a totally different character model.
Bottom line though Daz Studio makes an excellent development tool as the usable result is expected and since UE4.16 the import issues as to using G3 have been solved so one can now sort out the ways and means in a much quicker time frame.
Personally I’ve been using DS an Genesis for years so at the very least I can confirm that it “does” work… You just have to figure out the process.
By the way I did a retarget of the base Epic animations onto the base G3 rig, including facial animations using cluster shapes, along with instructions on how to do the set up.
Using DS with G3 along with the SDK I provided at the very least the combination should work.