Assertion failed: SectionCount < FHairUpdateMeshTriangleCS::SectionArrayCount [...HairStrandsMeshProjection.cpp] when trying to bind groom to base mesh

I attempted to click the Bind to Mesh toggle after adding a groom as a child of my character mesh, attaching it to the Head Bone and moving it into place. In Debug mode, I see that SectionCount is 22 while SectionArrayCount is 16. This only occurs with my character mesh and does not occur with other skeletal meshes (such as mannequin).

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Assertion failed: SectionCount < FHairUpdateMeshTriangleCS::SectionArrayCount [File:D:/Build/++UE4+Licensee/Sync/Engine/Source/Runtime/Renderer/Private/HairStrands/HairStrandsMeshProjection.cpp] [Line: 550]

UE4Editor_Core!AssertFailedImplV() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:100]
UE4Editor_Core!FDebug::CheckVerifyFailedImpl() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Misc\AssertionMacros.cpp:450]
UE4Editor_Renderer!AddHairStrandUpdateMeshTrianglesPass() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Renderer\Private\HairStrands\HairStrandsMeshProjection.cpp:550]
UE4Editor_Renderer!<lambda_c68195027c24c0e09f2617765a8dc337>::operator()() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Renderer\Private\HairStrands\HairStrandsInterface.cpp:304]
UE4Editor_Renderer!RunProjection() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Renderer\Private\HairStrands\HairStrandsInterface.cpp:316]
UE4Editor_HairStrandsCore!<lambda_53a61f801b0e8d11e05d7ee0c8e4f116>::operator()() [D:\Build\++UE4+Licensee\Sync\Engine\Plugins\Experimental\HairStrands\Source\HairStrandsCore\Private\GroomComponent.cpp:1230]
UE4Editor_HairStrandsCore!TEnqueueUniqueRenderCommandType<`UGroomComponent::InitResources'::`2'::FHairStrandsBuffersName,<lambda_53a61f801b0e8d11e05d7ee0c8e4f116> >::DoTask() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\RenderCore\Public\RenderingThread.h:195]
UE4Editor_HairStrandsCore!TGraphTask<TEnqueueUniqueRenderCommandType<`UGroomComponent::InitResources'::`2'::FHairStrandsBuffersName,<lambda_53a61f801b0e8d11e05d7ee0c8e4f116> > >::ExecuteTask() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Public\Async\TaskGraphInterfaces.h:849]
UE4Editor_Core!FNamedTaskThread::ProcessTasksNamedThread() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:692]
UE4Editor_Core!FNamedTaskThread::ProcessTasksUntilQuit() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Async\TaskGraph.cpp:587]
UE4Editor_RenderCore!RenderingThreadMain() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:341]
UE4Editor_RenderCore!FRenderingThread::Run() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\RenderCore\Private\RenderingThread.cpp:473]
UE4Editor_Core!FRunnableThreadWin::Run() [D:\Build\++UE4+Licensee\Sync\Engine\Source\Runtime\Core\Private\Windows\WindowsRunnableThread.cpp:86]

Did you fix this? I have the same issue!