Groom Binding not Following SKM animation perfectly

I’m having an issue with binding a groom to a character in Unreal 4.26. After adding a groom component to the face, I created a binding and set the appropriate mesh as the target. Everything looked great till I added in my animation. As you can see in the link, it doesn’t follow the joints appropriately. I’ve already made my own rig working with the MetaHuman creator along with adding in my own clothes, this is literally the last hurdle to get a custom character working 100% and it’s probably something minor I’m missing.

I’ve already made sure to uncheck the “Tick Animation on Skeletal Mesh Init” setting for the project. Is there something else I can do?

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any progress for that? I think I encountered same issue.