Metahuman floating hair

Hi,

For some reason the hair has now decided to float above the character. All the transform data is set to 0

I did have a look around the settings for the Groom Asset but to my knowledge changing these settings shouldn’t change the transform. I also reverted my history as far back as I could and it still happens. Any ideas on how to fix this?

Try changing the hair length scale of its LODbias.

Sadly no luck there

Bump

I have the very same problem since I upgraded from UE 5.2 to UE 5.3

Also I realized that I can not longer assign a binding asset.
If you do, the asset will be deleted from the slot directly after you assigned it

I am having the same issue. I had some success directly rebuilding the asset or making a new one, but after a few sessions it happens again.

Just found a solution, but I am not sure if it will persist. Open the actual groom and delete the lowest LOD (or any other change that forces the asset to build itself again). Save it and then reset the Binding Asset value to none. You should now be able to re-select the proper binding asset.

I discovered this because I noticed the volumes were off on all my metasounds and they have made changes to that system as well. After opening them the rebuilt and the volumes were fixed.

Thanks, binding works again.

But I’m getting a lot of editor crashes when heading into PIE.

Fatal error:
Creating buffer ‘Hair.PageIndexResolutionBuffer’ is zero bytes in size.

Have you have encountered such an error lately?

I fixed it for me: I deleted every LOD with Strands from the Groom I used.
So essentially I’m not using strands anymore, but thats fine for me.

It didn’t persist after a few restarts unfortunately for me. What I ended up doing was changing the attachment method in the groom asset to Rigid. After that you just have to make sure Attachment Name is set to FACIAL_C_FacialRoot inside the hair component.

These didn’t persist for me, I had to create new groom binding asset and assign them to the grooms on begin play Create New Groom Binding Asset | Unreal Engine Documentation