Do you have any other metahuman in your project? It’s good to add one from Bridge before importing your modified character and restart the project as soon as the prompt shows up to make sure all plugins and scripts are correctly initialized.
Check the LOD synch is overwritten with LOD 0 or 1 and try again. On top of that, check if that particular groom asset has support for LOD 2 and above. This information is available in the Metahuman Creator hair selection (“Head”).
Try to place the actor in the level and check if is still invisible. Its more than likely a bug. I usually restart the project, and everything shows up. Sometimes the hair appears out of place, and you need to reset location and rotation, sometimes they just vanish.
This is actually a glitch that extends to the regular out of the box Metahumans as well. The bodyhair grooms come unbound when the program gets closed and reopened.
If you look at the center of the scene or feet of your character I think you will find all the hair centered down there.
I’ve found you have to go in and reselect each bind for each hair section (ie- eyebrows, mustache, beard, etc) and then they pop back into the correct place.
Sometimes you seem to be able to reattach them at the Outliner details level, and then other times you have to go into the Blueprint itself for the character and rebind the grooms there…
The really annoying thing is it never seems to truly save the groom bindings no matter how you do it or how many times you resave the project/levels, so you have to go back in and rebind them every time you reopen the project…
So hoping its a glitch they fix soon
Try deleting Binding Assest?
I have seen the groom disappear when the camera is close. It will not disappear after deleting Binding Assest.
Wish can help you
Hello I had a similar problem, changed the setting to inclusive so now it doesn’t disappear anymore but instead there are only very few strands of hair showing up instead of the full set. Looks like most of the hair disappear and few strands only shows.
If I don’t bind it, looks perfect tho.
I have been doing some tests and looks like if I use a very low density in the Xgen options in Maya, and then I bring it in Unreal and bind it to the head, it works.
Instead as soon as I add more density to have a bit more details, once I bind the groom on the head most of them disappear (looks like only the strands where the guides are stay visible).