Animating bones in c++: Using Groom with Poseable Mesh

Hello,

We are struggling to figure out a way to use groom and Poseable meshes at the same time. More specifically, we are trying to find a way to animate characters in Unreal engine using data from c++. We are able to use Poseable Mesh successfuly but the problem happens when we try to attach groom to that mesh. The groom never attaches or moves / collides with the poseable mesh.

Are we missing something here and is there a btter way to animate skinned meshes from c++ without using blue prints at all?

I’m encountering the exact same problem - groom won’t follow the poseable mesh updated from C++. Were you able to figure it out?

Use hair cards instead.
The groom system has been… lets say “iffy” becuase it isn’t entierly broken, pretty much since launch.

For whatever is worth the strand simulation happens in the GFX similar to that of cloth - so it doesn’t/wouldn’t necessarily conform with mesh changes that happen outside that pipeline or to the base mesh.

Say you add a morph target to alter the size of the head on a character, with a bound groom;
The hair strands would likely stay in place instead of moving along with the mesh morphed value, because the morph isnt applied to the groom itself.

Think of every strand as being anchored to the single bone of the head. That is the only thing which will determine the movement of said strands.

And the groom, like cloth, will only collide with the mesh it is attached to - at least in physx. Recent engine chaos version may have changed that. IF they did, you would have to expressly set the collision for the groom I believe.

Like i said. Hair cards. 0 headaches, 100% better performance, and most importantly with a nice flow map you can get any light to look natural instead of being at the engine’s mercy…