Houdini & Maya MetaHuman Grooms Align Correctly, but Not in UE5.6 — Why?

I used MH-related nodes in Houdini to create grooms for my MetaHuman character, but in Unreal Engine 5.6, the groom’s position is slightly offset — it doesn’t align correctly with the corresponding groom location on the MetaHuman character, which is really frustrating.

Additionally, I noticed that there are some issues with the MetaHuman Creator inside the engine. When I used my .dna file to create a MetaHuman character, both the vertex positions and joint positions had slight deviations.

Lastly, I want to mention that when I imported the MetaHuman character from the .dna file along with my custom groom into both Maya and Houdini, their positions were perfectly correct. However, in Unreal Engine, they were not aligned properly with the character, so I suspect the problem lies with the MetaHuman Creator itself.

There’s also a very strange bug — the latest UE asset importer is definitely problematic. It fails to correctly import my mesh normals. I tested this in other software, and the normal maps display perfectly fine, but in Unreal Engine, they appear broken: mysterious hard edges appear along UV seams. It’s not related to Y-flipping; it seems like the importer simply fails to bring in the mesh normals correctly.
Moreover, the importer seems to be completely unresponsive — the rotation and position offsets specified during import have no effect at all, as if it’s not performing any of its functions, which is really odd.