Digital human example eyes using Alembic cache broken

I’m doing some testing using the Digital Human example setup. So (as recommended in the docs) I’ve exported the eye geo for use in my rig in Maya. So I then export from Maya as Alembic and importing into Unreal and applying the Digital Human eye shader.

Unfortunately this breaks if I use the Alembic cache operation. Works fine if I use static Alembic (or just plain OBJ). Any idea why this would be different?

Screenshot attached, static alembic at top, cached at bottom. (Incidentally the default Unreal Alembic import settings for Maya have the eyes facing the sky, seems wrong)

Unreal 4.26.0

How are people bringing in animation caches to render normally? FBX??

And Alembic streaming, is that available in 4.26 ?