Importing groom from Houdini to unreal

Hello everyone,

I’m relatively new to Unreal, and I’m running into an issue when exporting my character groom from Houdini 20.5 to Unreal Engine 5.

When I import the groom asset into Unreal as an Alembic file, the hair thickness doesn’t match what I see in Houdini. In Unreal, the hairs look somewhat “rectangular,” especially near the tips, which creates a strange result compared to the Houdini viewport. On the Houdini side everything looks fine and gives me the interesting clump shapes I’m aiming for. (See the images below.)

After following several tutorials, I understood that Houdini’s scale is 100 times smaller than Unreal’s, so I applied a global scale before exporting through the ROP Alembic Output node. I also used an Attribute Promote to convert my width attribute from points to vertices, and renamed it to groom_width following Unreal conventions.

Unfortunately, none of this solved the issue. It still seems like my width attribute is not being preserved correctly in Unreal, which results in these odd clump tip shapes.

I’m starting to run out of debugging options, so if anyone has an idea where this problem could come from, I’d really appreciate the help.

I also have another issue with the material applied to my groom asset: the material is correctly assigned in the Material tab, but it doesn’t seem to appear properly in the viewport, but seems to work in the Groom Asset Editor. Any fix ideas ?

Thanks in advance for your help!