In UE 5.6, I have a custom groom asset (A braid) and I created a groom binding for it. After adding it to the character blueprint, all is well. But the groom binding causes the hair to explode when applied in the following scenario. This is a workflow I’m experimenting with to try and get accessory meshes to simulate with groom hair. The workflow is taken from this video: https://youtu.be/rafmQ0jwhBA?list=PLeuAtGPqEXGuEd8F2ujGUdTqdRJaiXWRH
Workflow:
- Change groom guide to ‘rigged.’
This groom has a single custom guide created in blender, which is confirmed to work. It simulates correctly.
Upon selecting ‘rigged guide’, Unreal generates a new skeletal mesh for the groom.
- Export the generated rigged skeletal mesh as an fbx. (RClick→ Asset actions→ Export)
- Import it to blender, skin (aka weigh paint) the accessories to closest bones.
- Export the accessories+UE generated mesh.
- Go to the rigged groom SKM asset in content browser, open it, in asset details scroll to Import settings, file path, and click on the three dots and set the source file to be this exported file. Then hit ‘reimport’ on the top bar. Pick reset to fbx and Hit ‘yes’ if any warnings about merging bones appears.
- Add this rigged SKM into to the character BP as a SKM component.
- Add the groom to the SKM component.
- Set groom asset - Braid fine.
- Set binding asset - Braid not fine. Groom explodes.
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Adding the same groom+binding to a different SKM (This was the source SKM upon which the groom was authored in Blender) creates no visible issues. Braid fine!
I’m quite frankly at my wits end trying to figure out this thing. I appreciate any help anyone can provide.
(I’m not able to generate hair cards via Unreal due to repeated errors, and I’m out of time, so creating them manually is also not possible. Which is why I’m trying this workflow. And apologies if the category is wrong. No matches shows up when I type in ‘groom‘ and ‘physics‘. And as of now I don’t know if my problem is a bug or not.)Append - Tried creating a binding off of the generated skm by adding the mesh the groom was authored on to the skm in blender, and reimporting this skm. It created a closer bind, but hair is still poofy and loose.



