Get good head scan photos and set it up in your program of choice, I used Agisoft Metashaspe but lately I've been playing around with RealityCapture.
2. Import into zbrush, make sure everything is clean, if not, do it again with different settings in your capture program. I usually decimate it as well so it goes to unreal without a hitch. Make sure to save your original high poly mesh.
3. Set it up for metahuman, there are tutorials out there for how to get a mesh to conform to your headscans, do it a couple of times and it will stick. Export out the mesh that was made, you'll need this for tweak it further.
4. Once you get your conformedmesh, go back to your original and zwrap your low to the high and clean it up after. I suggest keeping a morph target to get the seams back to original. Clean it up some more or add more secondary or tertiary details
5. I zwrapped it because metahumans by default lack a lot of the small details that really capture the face. You can also sculpt more details into it during the zwrap phase. Then bring it back to unreal and get it into the MH browser.
6. In the MH editor, just get the texture it as close as you can to the reference, save and then we will import it back to unreal
&. Do renders in unreal. if you need difference grooms, etc, you can do that too but that will be for another time.