How does groom binding asset influence the deformation of hair in Metahuman?

In Metahuman Creator, when I change the shape of the head, the hair follows the head. I am wondering how this is achieved? How does the binding asset really work? Does it control the skin weight on the groom hair? Or is the hair following the facial blendshape?

Context: I have a groom hair that I want to fit on different metahumans. My idea is to fit the hair on one head, and then morph target the head to other head shapes, and the hair should follow. I want to know how Unreal Engine achieves that internally.

Sincere thanks to you if you could share any thoughts.

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