Nha, the principle behind the geometry is the same for anything.
You place a static mesh, or a different version of the skeletal mesh (in case you want the mail parts to dangle when you simulate physics or something), and you add to the player the matching skeletal mesh that’s built for the player.
If what you are saying is “I don’t want 20 assets for each character clothing peace just because my character proportions can be way different”,
Then it goes back to having to have morph targets or a similar system in place anyway - and marrying the 2.
At a base level the morphs on the base mesh can be made to work on any clothing piece.
Transferring them by vertex proximity like weight paint may be better, but all in all the base setup for that would all have to be put together specifically anyway.
From then on, all piece of clothing would also need to have a near identical vertex structure, so you would have to start modeling from the base part anyway.
The two systems could possibly function identically - at least within a specific value range min/max of the morphs.
in blender you can make the base model, set and frozen (applied shapekey) as you want…
you in engine you can import the same base model that uses the same shifting process to adapt to the character.
So long as its based on morphs, it could work and be performant…
unfortunately at least pre-chaos, morphs and cloth don’t go along.