Well Unreal 4 already does. Daz3D has a few free products called Daz Studio along with Genesis, a character design framework, and provides a DCC bridge between Daz Studio and Unreal 4 that does a real good job of maintaining the fidelity of the original asset.
What makes character model design work is not the geometry that makes up the character but the framework that it’s attached to so that all things relating to a player model works with in the same framework and pipeline and the availability of a bridge between different editing environments. In this case Daz Studio has a bridge that goes between most of the more popular 3d and 2d applications and Unreal 4 has a 3rd party plugin that supports all of the in engine requirements with in Unreal 4, including JCM’s, as well as custom shaders and, re-targeting tools.
The best part all of the basic tools are free as far as the basic frame work requirements goes, Daz Studio, Genesis 3/8, and Unreal 4 and if so inclined custom designed, derivatives, can be built that fits into the same single channel framework and worked on with in Unreal 4 with out asset limitations getting in the way. Best part is you can then sell derivatives as parts of your characters that were made from scratch as well as gear, clothing, materials, as well as morph targets and injectors and make some money or give them away as part of a community effort.
As an example
The lady in red is one of our custom player models using a injector for the head consolidated by Unreal 4 and then replaced the hero model in the Sequencer sample not because of the work done on the character models but because of the development of “our” character framework that works with and between Unreal 4 and Daz Studio.
The only real hard part is learning how all this stuff works together. To many options