Proxies contain their own mesh files, thus they must define their own UV coordinates.
Body proxies should have UV maps compatible with those of the basemesh if it is desired to share the same materials (recommended), but this rule can be bent if this is the intention of the author.
While there is/was a tool in (old?) MakeClothes to re-project the UVs from the basemesh back to a proxy mesh (once mapped), it still required a lot of work in seam areas.
Perhaps Blender already comes with some UV transfer tools based on vertex distance that might be just as useful.