Would it not be easier for Codewalker to port Icon instead?
Porting a program that loads another program and modifies parts of it over to a completely different game engine is like porting a Ferrari from a Navy Battleship to Swedish Meatballs. It's a nonsensical thing to say.
If you want a character creator in Unreal, you have to make one. That means creating the code to run the user interface, and to load appropriate 3D models and textures, skin them to a skeleton, make animations if you want any, etc.
You probably can't even use the GL ripping tool that the revival team is using to get geometry for the zones. It can pull static models, but models for costume pieces are far from static and have already been distorted to skin them to the player skeleton by the time the model is rendered. Reversing that unknown distortion (the exact transformation varies from frame to frame) would be almost as much work as just creating new models.
In other words, no, that's not something I'll be doing.