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I haven't implemented a female appearance for the combat animations, so that's why the combat and story demo is the default male character.
I haven't decided yet, I'll probably have to look into what best practices more experienced devs than me are using.
Instead, remember that you can have bones on your skeleton that the mesh doesn't use; if nothing is parented to the bone Unreal will just ignore it no problem. That way you can have one skeleton and simply apply it to multiple meshes if you set the topology up decently to account for minor differences in body shape. It's super useful for things like hair physics or additional body parts attached to an otherwise humanoid body such as cybernetics for example.
Don't forget, Unreal Engine plays nice with shape keys; you won't be able to apply modifiers while exporting meshes that have shape keys though, so when you export remember to uncheck the 'apply modifiers' box. I'm kinda lazy so I just use shape keys to switch between a more masculine and feminine form on my meshes.
Thanks!
keep your skeleton simple, just the standard humanoid bones that things like cascadeur can read; add extra as you need them, but keep a backup in case it doesn't turn out how you intended.