Hey all! I’ve scoured these forums, youtube, and the internet for answers, but it’s starting to look like my only solution is to not use grooms and/or metahumans…please help!
My Metahuman has a custom groom on her custom slippers that work great until you restart UE. Then the groom bindings break. I see this happening with her brows and eyelashes as well, but the slippers are more important to fix for me right now.
I can easily recreate my groom binding file (the previous binding file no longer works after a restart…but if I have TWO binding files, one from an OLDER session, THAT one will work…it’s whatever the previous binding file was, that is what breaks) reassign the new groom binding, and the groom is back to working until I restart again.
I see lots of people have this issue but none of their fixes work for me. What I’ve tried:
-Turn on Inclusive Skin Cache
-Inclusive Skin Cache
-Enabled Skin Cache on Individual Components, skeletal mesh
-Reimporting the groom at 0, 0, 0
-Reimporting the groom at a larger size
-Turning off LOD sync
-Forcing LOD Sync globally
-Forcing LOD Sync individual components
-Adding/messing with LOD settings in groom
-Looking for deletable hairstrands settings in the DefaultIni (this seems to be a metahuman lighting project fix only, not applicable here)
-Going into the details panel, selecting the binding (this fixes it for some people on youtube but not me)
I’m probably forgetting other things I’ve tried, I’ve been stuck on this for over a week.
Since it’s starting to look like this is just broken in Unreal, I’m also open to fur alternatives. I know about the fake parallax fur but I’ve played with it and think it looks kind of bad.
What exactly did you do to solve it? Can it be used to solve a custom character I’m making? I think it’s a 5.3 bug, since in 5.2 it didn’t happen. Anyway, I hope it’s fixed in a new update
i’ve fount the solution in 5.3. I deleted project’s intermediate folder then issue disappeared tested 2 times open re-open engine and Hair bind is in place, it has not broken yet.
I’m bringing awareness to my patch of this issue, as it is VERY stable and does not require a fresh import of a MetaHuman:
NOTE: You MUST, however, import whatever grooms/bindings you need that are broken with an alternate name. You will then assign the original first, and the updated second upon EVENTBEGINPLAY.