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.