Hi everyone,
I’m experiencing a critical hair groom issue in UE5.5 that I can’t seem to resolve.
Problem:
- Hair groom works perfectly when character is near world origin (0,0,0)
- When character moves far from origin (50k+ units), hair becomes severely deformed/blocky during animation
- Static poses work fine even at large distances - only animated sequences cause the issue
- Hair strands appear over-tessellated and chunky instead of smooth
Setup:
- Alembic groom exported from Houdini
- Character with skeletal animation
- Hair bound to character mesh
- Issue only occurs during runtime animation, not in static editor
What I’ve tried:
- Adjusted all hair width/tessellation settings in Groom Asset
- Disabled hair physics/simulation
- Checked hair binding settings (Surface/Rigid)
- Modified interpolation settings
- Tested different LOD configurations
Question:
Has anyone encountered similar precision/coordinate issues with hair grooms at large world distances? Is this a known floating-point precision limitation, and are there any workarounds besides Large World Coordinates?
Any help would be greatly appreciated!
Screenshots: [attach your images here]
Thanks!