Beard Groom No Longer Following Rest Of Face (REPORTED BUG)

Yes, I’ve done that, but the issue is that the beard bind menu would not allow me to populate it when I tried to have the corresponding groom asset bind to it. All of the other groom assets bound just fine! The goatee, however, would not.

I tried this on my female character as well, and had the same issue. So, a reference somewhere with the asset or bind got corrupted.

I went to an older project, where the grooms/binds worked, migrated them into my current project, and now I can populate the menu! (Note! These binds must have a unique name such that they are not immediately re-binded to the original buggy binds. If your buggy groom/bind is “beard 1 / beard 1 bind” then change to “beard 1A / beard 1A bind”)

HOWEVER, upon startup of Unreal, this needs to be refreshed.

So, my workaround is to bind/rebind the grooms during the EVENTBEGINPLAY.

The original/buggy grooms/binds are called first, then immediately overridden by the new ones.

It’s essentially a patch, until Epic resolves this. But it’ll do for now, and it’s consistent.

Thanks for the help, and if you (or anyone else) has advice, I’m all ears!

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