I have a pretty complex custom character blueprint that I have copied several metahuman meshes into over the course of months. Everything has been working as intended, but with this latest update, the hair pops in and out of existence based on distance from the camera. For example, it will show bald, then hair, then back to bald, then hair again all as I move in one direction away from the character, like there are gaps in the LOD structure.
I have dealt with various hair issues for years now, but I am stuck on how to fix this one. UE 5.5
I have tried:
- LODSync to 0 and also to 1
- Making sure the binding is on the right skeletal mesh
- Using cards doesn’t change it
- Adding Components to Sync and Custom LOD Mapping for Hair and Face, and disabling LODs/setting them to zero.
- I even tried deleting other LODs in the groom just as a test but the editor crashes so I can’t see.
- When I change all groom LODs to the smallest screen size the mesh pops up so it seems the hierarchy is working, it’s just not loading the strands correctly for some reason.
I have run out of ideas and google just keeps pointing me back to the typical “LODSync” fix which is not fixing the issue here. Help? Thanks