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.