Grooming Issue

Hello All!

I have an animation project with MH characters. The animations are retargeted mocapdata from maya. There is no issue without animation. The hair (and all groom asset) get broken after adding the animation to the character blueprint in the level sequencer. When playbacking the animation the hair is simulated, but it looks like it is stretched to one direction.

Things I’ve already tried:
-checking the orientation of the gravity or other forces
-deleting the LOD bigger then 0 or 1
-changing the “Bounds Scale” value in the rendering settings for the hair asset

I do not have experience with groom assets, so I am stuck with this problem.
If anyone could give me an hint how to solve this issue, I would be grateful!
Thank you in advance!

Screenshot 2022-08-02 004026

@abohacs Disable the “post process blueprint” option in the blueprint of the character. Make sure you have to disable it for every individual meshes