Dynamic groom binding broken in 5.5?

I’m trying to make Grooms work dynamically with different heads.

I had it working well in 5.4 by setting

  • groom asset
  • groom binding
  • groom binding → target skeletal mesh

But that no longer seems to work in 5.5. I had some success by setting:

  • groom asset
  • groom → binding asset → groom (kind of makes things weird, since it seems to change the value in the binding asset file, not just during game)

The other option seems to be having a binding asset for every single groom + head combination, which would just really suck to deal with.