Metahuman creator asset 5.7, assembling metahuman BP hair goes wild

I’m using 5.7.1 creating new metahumans from the MH asset.

Al looks fine until after Assembling. The BP’s hair goes crazy:

I’ve tried multiple metahumans and hairstyles, longer hair and beards are totally fritzing out. This a bug?

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Double post, I think it may have been a bug going from 5.7.0 to 5.7.1, can anyone confirm? Yesterday I had a metahman built in 5.7.0 project, assembled fine:

I reopened that same project after updating to 5.7.1 and opened that same MH character asset and Assembled it again with a different name, and the hair is blown out this time:

So, hopefully someone has a solution?

edit: I just opened a fresh 5.7.1 project and tried to assemble a metahuman and have the same issue, so it’s not an upgrade issue

I tried removing the groom binding and reattaching, no help.

However I found that if I used the groom binding that I made when the project was still 5.7.0, it works.

So 5.7.1. seems to have broken groom bindings?

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Yup. Same problem here. Meta human that was created yesterday with 5.7.0 worked fine. I created a new one today with 5.7.1 and it has the same problem.

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I’m not sure this has been reported anywhere else yet, hoping to get someone onto it

same problem!

I’m having a similar problem too! 5.7.1 is buggy as hell!

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Created a new metahuman in the editor, assembled and the hair is all over the place like in the OP’s screenshot. 5.7.1 here too

Someone has found a fix. Worked for me.

https://www.reddit.com/r/UnrealEngine5/comments/1pdvx5d/571_groom_binding_bug/

I had the same issue and found a fix. In the groom binding, the Target Skeletal Mesh has the face mesh of the Metahuman, but the Source Skeletal Mesh is empty. For me, selecting the same Source Skeletal Mesh as the Target Skeletal Mesh fixed the issue.

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I had to rebind all the hair after the import to get the grooms to attach right. For some reason the binding was not done correctly. You will need to do this for all the grooms. Hair, Mustache, Etc. Thanks

This can be fixed as follows: for each groom asset, you need to open the corresponding Binding Asset and specify the same mesh for the Source Skeletal Mesh field as for the Target Skeletal Mesh. I hope this strange bug gets fixed soon

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This does seem to fix the problem, though I notice it is only Cine MH assemblies that have this problem. Optimized MH assemblies do not require the Source asset to be added, so just a bug?

Thanks for the help!