I am trying to simulate a “submerged/underwater” look by reducing gravity and using Air Velocity. While the back of the hair reacts perfectly to physics and flows, the front strands remain completely static or “stiff,” falling straight down over the face regardless of the forces applied.
What I have tried so far:
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Duplicate & Clean Settings: Created a new Groom Asset and Binding to ensure no corrupted data.
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Stiffness Adjustments: Set Bend Stiffness to 0.5 (and lower) and Stretch Stiffness to 0.01 for both Group 0 and Group 1.
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Stiffness Scale (Curves): Adjusted the curve to have high stiffness at the root and low at the tips.
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External Forces: Applied high Air Velocity Z (up to 1000) and Gravity Vector Z (-100). Only the back part of the hair responds.
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LOD Settings: Forced LOD 0 in the viewport to ensure simulation is active for all strands.
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Binding Test: When I remove the Binding Asset, the hair falls to the floor, meaning physics is technically active, but it seems “locked” when attached to the head.
Question: Is there a specific “Simulation Mask” or a “Root Constraint” setting in the newer versions of UE that prevents the frontal strands of certain MetaHuman hair styles from simulating? How can I “unlock” these front strands so they react to Air Velocity just like the back of the hair?
Technical Specs:
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UE Version: 5.6
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Hair Style: Hair_L_Straight
