Customize hairstyles binding to metahuman head skeletalMesh

I created a hairstyle model in Blender and imported it into UE. I wanted to bind the hairstyle to Metahuman’s skull to replace its original hairstyle. So, I right-click on the Groom asset to create a bound asset and dragged both assets to the corresponding positions on the blueprint, but the hair appeared in the wrong position.


What should I do to solve this problem? Is the hairstyle created by external DCC software strongly bound to the MetaHuman head model? Can I use a universal head model to create hairstyles and then bind them to different head models?