I tried it last year and faced the same problem. Seems like blend shapes in UE are stored as static targets rather than as a “live connection” like inside Maya.
And there also the “ghost controls” approach which need to be recreated inside UE.
On the other side, UE’s live link with Maya worked pretty well (after some tweaks to make the rigBuild game-ready), so it was able to manipulate the rig on Maya and see the changes in real-time on UE.
Tried with UE4 and mGear 3.7.11 but I didn’t had a chance to keep exploring it since then. With the Meta Human release, maybe it worths to bring the facial setup from UE and add to your rig instead.
I will keep following your post to see if someone make it work.