Blender Models that use internal PARTICLE SHADERS UH OH run into a problem

I’ve Got a blender human model here but there’s a problem. The hair on the model is not a 3d hairpiece
but its actually being all generated by calculations instead by 3d SHADER particle nodes in Blender. So
when you load the model first up into Blender, in hes all bald with no hair, and its only when you render the
image, his hair all begins to generate on his head…

Great for Artwork, but might be bad if you want to use him for a game engine as a 3d character rig.
So Here’s The problem. How am I going to export out this model and his hair into the Unreal Engine if his
hair is only being generated with Blender’s internal hair shaders and not actually generating anything on
the 3d mesh itself?

Sure enough, when I go to export, the human model imports into unreal engine with no hair on his head.

So we got a problem. how do I get the hair to import out also with the mesh?

uh oh…Does anyone know how to export the hair and the mesh?

You need to convert the particle hair to mesh first. A couple of possible options

Theres also a way to convert built in Convert Cycles Hair Particle System to Mesh Object - Blender Stack Exchange

You could then try Ising decimate to lower the poly resolution but that would lose UV’s. Basically there is no real 1 click solution.