[Groom]Runtime added hairs won't follow characters

I’d like to add Groom Hairs to my chars at runtime. I managed to add them to the skeletalmesh, but the hairs won’t follow characters at all, even tho I set a Binding asset. If I add it in the editor, it follows it fine, with the same GroomAsset and BindingAsset.

What could I be missing?

the groom component must be attached to the skelmesh before calling SetBindingAsset, if anyone else is interested:

Hi somhow my groom asset wont simulate if I add it at runtime:

Did you ever get groom at runtime working with simulation?

Yes, but it’s kind of hacky: By default my character spawns with a set of default groom assets and multiple groom components, one for each hairstyle type ( e.g. long, short, afro, bangs, ponytail…). At runtime I just swap the assets on those groom components. I use multiple groom components because somehow the asset always maintains the groom simulation setting of the initial asset assigned to that component.