Hey,
When I create a MetaHuman in Unreal Engine 5.7.1 the grooms look a bit off in all of the strand groom LODs.
I’ve heard this might have something to do with the binding asset, but I didn’t have this issue in UE 5.6.
Cheers,
Matt
Hey,
When I create a MetaHuman in Unreal Engine 5.7.1 the grooms look a bit off in all of the strand groom LODs.
I’ve heard this might have something to do with the binding asset, but I didn’t have this issue in UE 5.6.
Cheers,
Matt
Hey Matt,
We are aware of this one and have a fix committed, which will be released in the next hotfix.
If you need it sooner you can grab the change from source:
https://github.com/EpicGames/UnrealEngine/commit/f49c2f80aef0e4960fdb270c64ca6196e0d450ad
Cheers
James
any news on when the hotfix is due. the link doesn’t work
Hey,
I cant share the specific date for the next hotfix. The link I shared is correct however, have you linked your github account to be able to access Unreal Engine source code?
Was this supposed to be resolved in the 5.7.2 hotfix? It would appear I’m facing this bug in the Metahuman Creator as of 5.7.2.
Hey James !
We’re having the same problem with Geometry Cache bindings…
Our setup is the following:
• A T pose geometry cache.
• A groom for the T pose
• A geometry cache animation with no pose reset at frame 0
We generate a groom binding selected the anim geometry cache as target and the t pose as source. Result = Groom exploded in Sequencer.. The fix from the Metahuman/Skeletal that has been flying around does not work. We can’t even swap target and source as they are already applied.
Thanks
Hey Both,
I have chatted to the groom team on this one and there may be a few things at play unfortunately, and a few variations as to how this can happen.
We are taking a look, if there is any more detail you can provide on replication steps, use case etc. it may help us track it down!
Cheers
James
Hey James thanks for the quick reply !
I’ll get back to you this week as we will test this extensively on other assets. We’re not sure yet what’s happening as we’ve tested on simple balls and the process seems to work. We’ve tested the same process on a 5.3 project with exact sames sources for groom an geo caches and it work there.
Thanks !
In my case, I’m simply trying to use the MetaHuman Creator plugin as it is out of the box. To reproduce, I started a new project in UE 5.7.2, enabled the MetaHuman Core Tech and MetaHuman Creator plugins. Then, I simply create a new metahuman character and enable the prompted missing project settings. After that, I open the character and select a preset or simply add a hair. Either action gives the attached result.
EDIT: Would like to note that not enabling the missing project settings has no effect on this. The hair still explodes.
Thanks both.
@Mukar could you share your machine specs / operating system if possible?
We cannot reproduce in a new project, using the same preset as you:
Ok we’ve managed to pull it off by not using the source geometry cache. We’ve modified our animations by moving the animation by one frame, reseting the animation pose to t pose and then export to alembic.
This way the binding is working in Unreal. Could the transfert source > target be faulty ?
For now we will keep it this way on our side. Waiting for your report ![]()
Thanks !
Oh, well that is really strange. Here are my specs.
CPU: AMD Ryzen 7 9800X3D
GPU: AMD Radeon 9070XT
RAM: 32 GB
Motherboard: MAG B850 Tomahawk Max Wi-fi
OS: Windows 11
I’ll try to re-install Unreal to see if anything is corrupted. The issue only seems to happen on longer grooms. Shorter ones like eyebrows, eyelashes, shorter men’s hair, and most of the beards work without issue.
EDIT: I did a complete uninstall and re-install of 5.7.2, and ensured the Metahuman core technologies package was included during the install. I also reinstalled my GPU drivers through AMD’s install manager with a factory reset enabled…The issue still persists on new projects.
EDIT #2: Also tried UE 5.6.1 as well. Identical issue that seems to be rooted in the groom assets themselves. They seem to calm down at LOD 3, or when “Solve Simulation” is disabled in the physics tab for all groups in the hair. Perhaps it has something to do with the physics simulation? Is this a known bug with a fix?
Chiming in to say I have the same issue. I was running UE 5.6.1, and had a project that was completely fine. I loaded it up a few months ago, and the hair freaked out. I didn’t bother trying to fix it or look into it. Decided to check again today. Same problem. Updated to 5.7.3, same problem.
This issue has persisted through multiple graphics drivers, and now multiple UE versions. I have similar hardware to Mukar.
CPU: Ryzen 5 9600X
GPU: Radeon 9070
RAM: 32GB Corsair, 6000mhz
Mobo: Asrock something I forget the name of
Win 11
(post deleted by author)
@JamesPullan It’s been a while so I just wanted to check in. Is there any updates on what could be causing this for myself and Guartorias? It doesn’t seem to be something fixed by updating to 5.7.3.
Hey there, 1 member of our team also just started experiencing a similar hair exploding issue.The difference here is that our hair is exploding even when you open the groom asset itself, which leaves out any binding or colision issues. It’s also related to the Niagara Physics, because it only appears on LOD0 and LOD1, which have physics enabled.
He’s also using a AMD Radeon RX 9070 XT and AMD Ryzen 7 7800X3D
No difference to my case. It happens when I open the groom asset and only stops at LOD3 or whenever physics is disabled. Also concerning that we’re all using the same family of CPUs and GPUs–perhaps the drivers have an issue with Unreal, or Unreal has an issue with the hardware?
Having this exact same issue. Project was working fine on 5.6.1 and after opening the project for the first time on my new PC earlier this week, the long hair grooms exploded.
CPU: Ryzen 7 9700X
GPU: Radeon RX 9060 XT
Motherboard: ASUS X870 MAX Gaming WIFI
RAM 32 GB
Win 11
Hey Everyone,
We are still looking into this one!
Same issue here, my character is a CC5/iClone8 import. Seems to happen randomly, sometimes just when changing views from perspective to orthographic. Reloading the map is the only solution that seems to reset the hair.