Groom Bindings not working on Mutable Metahuman head

In Unreal 5.7, I cannot get grooms to work on a mutable-generated metahuman head any more. They are visible but not bound correctly (scattered everywhere).

I tried a beard here. Could you please check out my repro and let me know what I’m doing wrong? It is important that they work on all LODs, too.

Thanks in advance,

Matthias

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Steps to Reproduce

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Apologies for the delay, we just got back from holiday break.

I took a look at your project, I was able to fix the issue by changing the AutoLODStrategy of the AddToSkeletalMeshComponent of the CO_Face_MalePlayer1 to OnlyManuallyCreatedLODs. The assumption here is that the automatically generated LODs are changing your vertex ordering that doesn’t jive with the TargetSkeletalMesh of the groom.

Hopefully that helps, let me know if I need to send the project back with adjustments.

Dustin

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Yeah, this and your cloth bug indicate an issue where the automatic lodding is not working as intended here and I’m following up with the dev team. I recommend that setting up your LODs like I mentioned as the current workaround for this issue.

The Mutable and Metahuman teams have been working on some things to make this a bit easier, as Metahumans are the most complex character systems that can benefit a lot from Mutable.

Dustin

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as far as I remember, I have tried it in the past and it lead to bugs like shuffling materials (skin on eyes, teeth on skin etc.). Also if that means that mean every single mesh section pin of all 8 LODs needs to be connected, it’s a nightmare to set up, especially if you have multiple faces :flushed_face:

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