Yes, they are, but they’re skeletal meshes, the static mesh is for the implant.
Basically, it would go something like this.
Select the Game folder in the content browser and search for PlayerPawnTest, and copy the three files to a new mod folder.
From there, name them uniquely - ex. PlayerPawnTest_MyMod, PlayerPawnTest_Male_MyMod, etc. - and save them. Then in the gender childs, go to File > Reparent Blueprint > Find the new PlayerPawnTest_MyMod you just created.
After that, in the gender childs, search for the Default Attachment Infos. In those, expand Component To Attach, go to Mesh, and change them to the gender for cloth for both underwear sections for the female (Search for Burlap in the menu that appears, they’re not named cloth at the file level).
For the male it’s a little different as it only has the one, but follow the above for the underwear. So you’ll just need to add a new Attachment info with the plus button on the head of the section, after that set Use Parent Anims and Use Ignore Attachment when Equipment Of Type both to True. And change Ignore Attachment when Equipment of Type dropdown to Shirt. After you’ve done that, set component to attach to Skeletal Mesh, expand that, then in Mesh set that to the male Burlap shirt mesh.
Setting the Ignore Attachment type allows the game to essentially “ignore” the meshes for the shirt and pants when armour is equipped, so you won’t see it - it probably removes it from the mesh. You’ll only need to do that for the male with the new attachment.
Once all that is done, save and compile. From there, you have a choice to make. Either set this up as a total conversion, or as a core-data mod. I’m not entirely familiar with setting up TC’s yet so I’ll just talk about the core-data mod for now.
With that you need the three files in the GenericMod mod folder, copy them over. Name those uniquely too. From there, some basics, open the level file, and go to the world settings and change PrimalGameData Override to the PrimalGameData_YourMod. After that, open the PrimalGameData_YourMod and search for TestGameMode and assign your TestGameMode_YourMod to it. After that, search for Gender Definitions and assign your new genders there, and after that go your TestGameMode_YourMod and assign the Default Pawn Class as your PlayerPawnTest_MyMod that I mentioned earlier - this is why all three are needed.
Once all is said and done, compile and save everything. Then, go to File > Open Level > TestMap. Once that’s loaded back up, go to the world settings again and assign the PrimalGameData override to yours and this is where you can test the changes in the editor. To do that just hit the Play button on the toolbar at the top of the viewport.
That sounds like a lot of work, but it’s really simpler than it looks sounds like, and should about cover it. Just to get the basic cloth armour from the very beginning anyway. Getting to custom meshes, is a little more work and requires creating new meshes, or you could just export/import textures to replace the ones on your new pawns. If you do that however, you’ll need to copy the skeletal meshes to your mod folder and go back through and name them uniquely and assign the textures to those ones(after importing them) so as to not overwrite the default files in the DevKit.
If you have any questions, just ask, I should be able to answer them, if not someone else probably could chime in.