if i understand it right, all he has access to is a default pbr shader? diffuse, roughness, metalness, maybe spec? it is doable with diffuse and roughness, but spec would help selling it more metalness would be the cherry on top to tint the reflection a bit with the diffuse value for coloured hair. for the example above it…
just did a simple setup in unreal 5 what you want is stretch this highlight in a very specific region to sell the idea of it being hair. while you can not do it, with the roughness and spec maps you can force it to be in certain areas and not be in others. so what you'd need is a pretty wide highlight that covers an area…