Well, When I was trying out HairWorks in the beginning, I followed the Nvidia tutorial in which they just use Export All when exporting both the fbx and apx. That worked fine for me in UE4. But later on after making a few changes to the hairstyle, I got rid of the growth mesh altogether and just used the base skinned mesh to author the hair (I’m using Shave in Maya). It still worked fine in engine.
Another thing you can try is unparent the HairWorks component from the skelmesh in your blueprint, then check and see if it’s transform values match the skelmesh’s transforms. If it does, then drag the hair component onto the Skelmesh component. I had some issues with placement when I was setting up my blueprint. Hope that helps. Also, could you share a screenshot or video of what your hairworks is looking like in engine?