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!