I'm feeling a little bit at a loss here. Whilst working on my character's hair, I decided to see how it was looking in my UE4 scene, and I'm having mixed feelings. :-\ To begin with, before rebuilding the lighting, it looked kinda fine. The only issue was the colour of the hair. Changing the root and tip colours made it look very washed out and the lighting was giving it a strange blue-ish/purple-y look. Rebuilding the lighting fixed that, but now it just looks... crap. And very clumpy due to my clump hair cards. It no longer looks or 'feels' like hair, if you know what I mean. It looks too harsh and doesn't have that soft hair look. This is with the hair shader from one of the Meta Human projects. I migrated it into my scene and then set up all the needed maps - Alpha, Height, Root, ID etc.
I extracted the needed maps for the reference hair mesh my character is based on, and without needing to rebuild the lighting, that hair looks better in comparison. It actually looks and feels better to me. Plus, the clumps look softer.
I'm not sure if it's because of the clumps I've made, some other settings I need to adjust (I did try playing around with some of them, but there wasn't much change), or both, or if I should just learn to make my own hair shader? Though surely the one provided from the Meta Human projects would be fine...? Although, my character is supposed to be a game asset, but will only be used for presentation/portfolio purposes.
From the reference/official model: