Making custom clothes to metahumans

So been running lots of tests the last couple of days and what I have found.

Only way I can get the clothing animation to match up exactly in Unreal is by exporting both the face and body to blender and then combining them to create my own preview mesh, import that mesh as a skeletal back in to Unreal and apply it to the Body in the blueprint and then bake that body animation and export to Marvelous, create my clothing animation and export as an Alembic, back in Unreal add that Alembic and the Geometry Cash to the Sequencer. I then have to export from blender the body mesh as an FBX without the head and import that as a new replacement body for my Metahuman. This gives an exact match.

It seems like there is something lost between exporting to and exporting from Blender that makes a slight difference in the mesh, and it is only slight but with tight clothes you can’t get around it without masking or deleting body parts.

I can’t seem to find a way to get directly from Unreal to Marvelous and have the head and face move together as animated. This solution works for final animation but I don’t know what I’m losing when I recreate my body mesh without the head in blender. Didn’t look like the body has any morph targets but I could be something to do with the weights exporting slightly differently.

Anyone else got a better solution on this?
Thanks