Hair breaks during animation

During an animation that is made in blender and transferred to unreal, the hair starts to stretch and the simulation does not work properly.

Hello there @TheGambitToose! Let’s see what we can do here.

Blender and Unreal tend to have conflicts on importing/exporting assets, including animations. The first step here would be to ensure that settings in both ends are properly configured. This short workflow is ideal for the process:

If the issue persists after this settings’ review, please check the coordinates of your bones and nodes, to ensure that their positioning is now being modified during transfer. Hope this helps!

(post deleted by author)

I run the simulation in unreal,Thanks for the advice but the transfer is definitely working correctly because without simulation enabled everything works perfectly. But as soon as I turn on simulation everything starts to break down


Here without the simulation turned on, everything is perfect

Hello again!

In that case, it could be a collision radius conflict. In the Groom asset, check the physics tab, and change collision radius to a lower value.

Alternatively, please make sure the size/scale of your rig remains consistent during transfer, as other similar scenario in the community showed a difference in unity scale between blender and unreal, thus generating additional collisions/capsules that move hair in strange directions.