At first I thought the groom was splitting along UV seams but this doesn’t seem to be the case, since there is no seem running through the middle of the back. Overall its just not deforming correctly. Any help is appreciated.
Got it fixed. I unchecked “Tick Animation on Skeletal Mesh Init” in the project settings. After restarting the editor, the animation works fine. I actually purposely didn’t do this at first because I didn’t see it in the documentation, even though in the tutorials I watched they did it. I can’t seem to find it in the documentation anymore so I’m guessing it was removed for 4.25 but it certainly still looks relevant.
Make sure you import the groom with the correct transform. When I was making the groom for the bear in my post I had to reimport the groom with modified rotations in the import menu because for some reason they were wrong by default.
It looks like the skeleton is animating. Apply the groom on the skeleton without animation, then plug in the animation and see what happens.
I don’t know if it’s still required in 4.26, but in 4.25 you need to activate Tick Animation on Skeletal Mesh Init in the Project Settings.
Thank you.In this project ,it’s 4.26 version,I have done everthing as the DOC said,also I have tried to activate Tick Animation on Skeletal Mesh Init in the Project Settings，it dosen’work .
And I have tried to change a computor to do this,or tried to do this in the meerkat project,it dosen’work either.
Also I have the hair which made in maya with exgen，and the eyebrow made in C4D,none of this didn‘t work.Now you said this，if the engine is OK,I think it’s possible ,it’s my groom didn’t do the right set.Is there somthing I didn’t do to export alembic? or something important I didn’t notice when I made the hair thing.
Sorry for the late response. What I did for my bear project and what I would recommend to you is to get a groom working correctly in a very simple test case. I started out with a basic sphere in Maya, made a simple groom to test out XGen, and then imported them into unreal: