Im asking because when I use the “simualte physics” method, the simulated hair detaches from the skeleton. When the option is turned off it works just fine when simulating. Thank you for any help!
Hey there @Vindy_xx! Welcome to the community! So hair sim can be done a number of ways depending on how it was made. If your hair is just static meshes, you would be looking at cloth simulation. If the hair is a skeletal mesh, you would be using simulate physics, but you’d need to set up constraints. If your hair is grooms like how most metahumans’ hair is, you would then adjust the solver settings in the hair asset itself.
From the look of it, this hair might be mesh based, then cloth sim would likely be the way to go. Let me know if this works out!
Disclaimer: One or more of these links are unaffiliated with Epic Games. Epic Games is not liable for anything that may occur outside of this Unreal Engine domain. Please exercise your best judgment when following links outside of the forums.
Cloth physics:
Physical asset constraints: