Adapting the Skeletal Mesh LOD will cause HairGroom to explode

I’m using the HairGroom plugin in UE4.25.
I’ve auto-generated the skeletal mesh LOD and attached HairGroom.
LOD0 is fine, but some of the hair is exploding, probably due to the lower polygon count from LOD1.
What can I do to reduce the effect of this?
Or does the HairGroom plugin not support the Skeletal Mesh LOD?
Please help me.