HI EVERYONE
I import my groom asset from blender everything is fine, i create a binding asset to my skeletal mesh it creates, when adding the binning in the blueprint the groom asset disappears as seen in the photos(first after binning, the second before). I’ve tried different importing’s of the groom scale and position none worked all end up disappearing
Hi!
I had the same issue. The groom asset dissapeared when I add the groom binding to binding slot.
This is how I solved.
- Open Skeletal Mesh
- Go to Asset Details, and find LOD section
- There is LOD info in LOD 0 section.
- Change Skin Cache Usage to “Enabled”
I hope this can help you.
a simple check solved all my trouble, i owe you a cup of coffee or dinner thank u very much
Thank you so much for sharing this solution. I wasted ages thinking I’d messed something up when my groom suddenly disappeared after changing the skeletal mesh’s texture.
Didnt work for me tho. Groom did not reappear.
Didn’t work either here. Is it a known issue for UE5 with groom binding? (Skin Cache Usage: enabled)
Groom keep disappearing after the bind.
People try to parent the groom under the head joint for hair but cannot use this trick for body fur.
Got it. You have to Enable Support Compute Skin Cage as well at Project setting
HEY JUST FOUND THE CURE!!!
The groom cant be a child of the skeletal mesh. It has to be under BP or it doesnt work:
Wrong way:
@UZERO Thank you sir!!
Thank you , really helpful.
After I move my project from 5.1 to 5.3, I got the same qustion, and it be solved very sample:
Project Settings > Engine > Rendering > Optimizations > Enable the Support Compute Skin Cache.
Or just : Project Settings > search “skin” > Enable the Support Compute Skin Cache.
Maybe you should create the groom binding asset again, and keep the groom under the mesh you want to binding.
For me, it work fine, I hope it helpful
Hi !
First of all, thank you a lot for that tip.
I’m very curious and would like to understand how checking this option, linked to Ray Tracing, allows the groom’s binding to appear correctly?
@Daluz, you solved my issue.
Thanks!
Hi, after moving to 5.4 a lot of my groom bindings cause the groom to disappear. It only happens with smaller grooms, like bangs or ponytails. Other full hairstyles and hair caps work. I have skin cache enabled in project settings.
did you resolve this ?
how do you do that please ?
@hGosling I had the same exact problem in 5.4. I finally got my ponytail groom to work again by simply opening the groom, switching off the physics simulation, saving it, then switching it back on again and saving. I didn’t have to recreate the binding or reassign it to the groom component in the blueprint.
It works for me, thanks!
Guys if you did all that folks are suggesting on the Internet and it’s still not working - ensure that groom asset and skeletal mesh line up correctly in terms of scale and location, before you even create the binding. I was importing my groom from Houdini and the rotation and scale were messed up. It doesn’t help if you fix it in UE, it’s important to reimport it with rotation and scale already correct.
Thank you! I will try as soon as I updated to 5.4. I stuck to 5.3 because of that bug