I suppose, yes?
Lumen deals with indirect lighting, and support for subsurface shading models just came in 5.0. I’m not entirely sure how it works, or how advanced the implementation is. Most previous SSS systems in unreal engine were based on screen-space, with the obvious limitations and a lack of backscattering I believe. There is ray-traced transmission for subsurface scattering, but how well that will work with other lumen effects is unknown.
So, could it work? Most likely. The implementation would depend on settings, scene composition, material and mesh setup, and a lot of other things. Achieving subsurface in unreal engine? Absolutely. Those particular models, that lighting, those materials? Not enough information to know.
And if that is Omniverse, which is entirely hardware ray/path traced depending on settings, then you would most likely see some different lighting behavior, as lumen is many different light transport techniques rolled into one.