How to modify or override the normal of Groom hair in Unreal Engine?

I’m experimenting with stylized hair rendering and would like to customize the normal direction of Groom assets.

From what I understand, the default Groom shading model computes strand normals procedurally in the shader, based on tangent, curve direction, and lighting. However, I can’t find any way to override or inject custom normals — unlike meshes, Groom doesn’t expose normal data or custom attributes when importing Alembic.

So my questions are:

  1. Are Groom normals fully generated internally at render time with no way to customize them?

  2. Is there any supported workflow to supply custom per-vertex/per-strand normals or extra attributes from Alembic?

  3. If not, is modifying the Hair shading model the only option to achieve stylized “surface-like” lighting (like the effect in the movie “The wild robot” by Dreamworks)?

My goal is to make Groom react more like a continuous stylized surface rather than thin physical strands, so being able to control normals is important. Any guidance or recommended workflow would be greatly appreciated.

Or should I use a card-based method instead if I need more control over the hair rendering?