# Blender rendered hair not the same in Unreal

**URL:** <https://forums.unrealengine.com/t/blender-rendered-hair-not-the-same-in-unreal/788514>\
**Category:** Rendering\
**Tags:** hairworks, unreal-engine, Rendering, question\
**Created:** [March 11, 2023, 1:33pm UTC](https://forums.unrealengine.com/t/blender-rendered-hair-not-the-same-in-unreal/788514 "2023-03-11T13:33:09Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![LizzGrizz](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@LizzGrizz](https://forums.unrealengine.com/u/LizzGrizz)\
**Post date:** [March 11, 2023, 1:33pm UTC](https://forums.unrealengine.com/t/blender-rendered-hair-not-the-same-in-unreal/788514/1 "2023-03-11T13:33:10Z")

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Hi,

I have been struggling with creating hair in Blender for my custom Metahuman for a few weeks now.

I tried making hair with geometry nodes but those didn’t work in Unreal and now I made another hairstyle as a particle system but when importing it into Unreal it looks like the basic viewport and not like the (cycles) render version. Is there a way to change this?

I also get an error message when trying to bind the hair to the skeletal mesh of the Metahuman, any sollutions for that too?
