# How to use Groom Hair Cards UE 4.26?

**URL:** <https://forums.unrealengine.com/t/how-to-use-groom-hair-cards-ue-4-26/2656027>\
**Category:** Programming & Scripting\
**Tags:** hairworks, unreal-engine\
**Created:** [September 12, 2025, 11:34am UTC](https://forums.unrealengine.com/t/how-to-use-groom-hair-cards-ue-4-26/2656027 "2025-09-12T11:34:39Z")\
**Posts on this page:** 2\
**Page:** 1

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**Author:** ![Zarrar2802](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zarrar2802/32/710746_2.png) [@Zarrar2802](https://forums.unrealengine.com/u/Zarrar2802)\
**Post date:** [September 12, 2025, 11:34am UTC](https://forums.unrealengine.com/t/how-to-use-groom-hair-cards-ue-4-26/2656027/1 "2025-09-12T11:34:40Z")

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Does Groom Hair Card generation work in UE 4.26?

I’m trying to create hair for a horse:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/e/8/8/e8847e1c526b588b3d89541b2b8374cb35cfbf18.jpeg)

I was able to get the Groom Hair Strands working:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/d/2/ad2450a1f2356ab0542be211353c2bb7e4dfa3a5.jpeg)

But since strands are too computationally heavy to be used in a game, I’m trying to cheap my way out of the long and arduous process of creating hair by using the procedural hair cards generation provided by the groom asset:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/4/e/8/4e8a7a495a54af3163c29ef3892a291f047bf82e.jpeg)

The created hair is okay, but I’m unable to understand how to set up the hair material

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/a/d/b/adb2e0e70c52f8f59f1d2603edb557ed2b74ce6a.jpeg)

This is the hair material I have set up so far:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/6/c/26cbde66f8a0d3b0769a7e5a4a85faf071e124c7.png)

I have a few problems with this:

- The hair cards don’t have physics. I vaguely remember that the hair cards did have physics but not sure if that’s true.

- The hair material tint doesn’t work cleanly:

- 
- When Hair Cards are assigned to an LOD, only LOD0 works. Even if I don’t have any other LOD, I still see the hair getting decimated at a distance, despite the fact that there are no additional LODs in the cards static mesh or in the groom asset:

Is there any tutorial or method to clean this up? Or is this just how far I can go with these experimental methods?

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<div class="post-metadata">

**Author:** ![Zarrar2802](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/zarrar2802/32/710746_2.png) [@Zarrar2802](https://forums.unrealengine.com/u/Zarrar2802)\
**Post date:** [September 13, 2025, 10:08pm UTC](https://forums.unrealengine.com/t/how-to-use-groom-hair-cards-ue-4-26/2656027/2 "2025-09-13T22:08:45Z")

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Due to a terrible lack of documentation or community support, I had to take the hard route and break stuff.

Anyways, here’s a cheatsheet for creating Hair Cards from Hair Strands. Also attached a text file that roughly outlines how to create grooms in Blender.

Also attached the hair material that I got from Metahumans.

This entire setup was done in UE 4.26 so it should be scalable to UE 5 too.

[Groom\_Cards\_Hair\_Material.zip](https://forums.unrealengine.com/uploads/short-url/b3TClaYlzgPZeZfoVmqOdrXsVZA.zip) (2.6 MB)

[Making Custom Groom Hair in Blender for CC3 and UE4.txt](https://forums.unrealengine.com/uploads/short-url/4tHL0nzOmfBRgjp7Wzt1VVct2i0.txt) (7.4 KB)

 ![How to create Hair Cards from Groom Hair Strands](https://d3kjluh73b9h9o.cloudfront.net/original/4X/0/3/1/03168420ea84b221e6b70dc3ae9c26e94e511a93.png)

Needs a bit more elbow grease in fine tuning the material and physics but at least it’s working.
