Need Help With MetaHuman Hair Not Animating

I’ve been having an issue with my Metahuman where the hair isn’t moving with the Metahuman himself. The scene is my character walking out of an elevator, but when he walks out his hair stays behind floating in the air. It appears to be animated, as well but isn’t coming with him. I have a video of the issue but I can’t upload it here cause this i’m still a new user. But to run through what I’ve tried is, I’ve made sure that all the hair assets are binded to the face skeleton, I made sure the animations are active, and I even tried to replicate the issue in a clean level and can’t get it to happen. Any help or ideas would be appreciated. I tried asking on Reddit and didn’t get any help.

Hi @ChavyChaffChop , welcome to the forum! Let see if we can get to the bottom of this problem so we can find a solution :slight_smile: . If it’s okay with you could you please answer a few questions/ follow a few steps

  • Back up your current project just in case
  • What version of the engine are you using? (This will help me give you better instructions based on the version)

Checking the Groom Binding Asset:

  • In your assembled folder where your metahuman character Blueprint is in go to Face-> Grooms-> check to see if the “GroomBinding” assets are there
  • Open your metahuman BP → Viewport → Find the groom you are having problems with and select it in your components panel → Go to your details Panel while having the groom selected-> scroll down to find the “Groom” category-> ensure that the correct GroomBind asset it’s selected in the “Binding Asset” section
  • Test and see if that helps

If that was not the issue, let’s play around with the Tick Groups to see if you see any changes:

  • do not exit the BP viewport window just yet
  • While selecting the groom you are having problems in the components panel-> go to your details panel again and type in “Tick Group” in the search bar
  • Set the Tick Group to “Post Update Work”
  • Test and see if that helped

I hope this was useful to you, if not please post a follow up with any additional info that you think might help and I’ll see what I can do to help :slight_smile:

Hey thanks for responding, I’m on version 5.7.4. The GroomBindings were all in the Binding asset section, and I did change the tick to Post Update Work, unfortunately it didn’t help. However I did manage to move the meta human to a blank level and get him to function correctly with the animations and hair staying in the same place. Not sure if that’ll help but I figured I’d mention it. The project is one that I originally started in version 5.5 and updated to this current version for more context.

Hi @ChavyChaffChop that’s great to hear that you were able to find a fix for it! Thank you for the update, if you ever run into any other problems, please feel free to create another post and I’ll see if I can help. I wish you the best with your project and learning journey! :slightly_smiling_face:

I didn’t find a fix for it. I was just saying I managed to get the metahuman to work in a separate program, it’s still broken in the one I’d like it to work in.

Hi @ChavyChaffChop I apologize for the misunderstanding from my part. If I’m understanding this correctly:

  • “his hair stays behind floating in the air” “I’m on version 5.7.4.” “I originally started in version 5.5 and updated to this current version”
    You started working originally in version 5.5, you upgraded the project to 5.7 and started to see the issues with the groom that you are describing, correct?
  • “However I did manage to move the meta human to a blank level and get him to function correctly with the animations and hair staying in the same place”
    You were able to move the metahuman with the groom to a new level (not migrate the metahuman to a blank separate project), the animation work and the groom is acting as it should (“I was just saying I managed to get the metahuman to work in a separate program”) correct?

In the blank level that you were able to get it to work in:

  • Did you have to change anything in it or add to it to get it to work?
  • How close did you replicate your environment in the blank level to test the metahuman, were you able to bring in the elevator as well? If not, could you try to do so to see if it “breaks it” (at first I thought the problem may be because certain components in the metahuman may have broken during the upgrade… but if it’s working on a blank level then it may be that the level where it’s breaking, there may be something affecting it)

Sorry, I’d like to apologize for my snappiness. This has been a frustrating issue. So to clarify, no, I didn’t try to recreate the environment after I moved the metahuman. I just moved him to a blank project. I was trying to see if the issue was something I had created when making him specifically, and it doesn’t appear to be.

Like I said, he functions normally in the blank level. I didn’t change anything in his settings and even did a side-by-side comparison of him both in the blank project and the one I’m having issues with. There was no difference between the two. Also, when I updated the project, it was only the environment. I hadn’t made the Metahuman yet and created him after the update, so I don’t think that would be the issue. I’m assuming the issue is in the level itself? I just don’t have any idea what could be causing that. I wondered if maybe updating it broke something.

Hi @ChavyChaffChop, no problem I understand that technical issues can be frustrating. A lot of times they pull us away from the fun part that is trying to bring our ideas and creations to life, specially when you are under a deadline… The good news is that often times when we manage to figure out a fix it we might be able to help others with the same issue :slight_smile:.

It looks like we are getting closer to what is causing the problem. Although I’ve tried to replicate your issue on my side I have not been able to. Based on your testing we know that your metahuman is working fine in the blank level. What I’m trying to figure out is if a blueprint or component in your main level may have broken or reverted back to it’s default settings during the update or if the problem is not related to the update at all but to pre-existing limitations.

I know that this is tedious and in some cases frustrating because you follow steps and in some cases it doesn’t get fixed or it does get fixed but now something else broke :smiling_face_with_tear: . To try and avoid that could you please make sure you back up your level just in case before you take the next steps.

Error Logs:

  • After updating the level are there any error logs that appear when you open the level in 5.7?

Testing the blueprints:

  • If you have any animations in the level driven by blueprints could you please try and see if any of them are missing any nodes, connections, or if the setting you applied to them have changed based on how you had them set up in your 5.5 original project? (there may be options or menus that may have changed names or features move to a different panel due to possible changes applied to 5.7)
  • If everything looks okay, could you please try and recompile them. (Based on my experience I’ve had problems with certain blueprints that the solution has been as simple as recompiling them after I’ve spent hours trouble shooting them :smiling_face_with_tear:)

Recreating your Environment and slowly testing to find the culprit:

  • If your elevator has an animation applied to it. For example, of it going down or up and the character is inside of it during this animation and as the door open he walks out of the elevator. Could you please test and see if having 2 version of the same character changes anything. As in “Version A” is the character inside the elevator going up or down, and once the elevator has come to a full stop and the doors open hide “Version A” and have the duplicated version “Version B” be the one that walks out (Version B should not be in the elevator going up or down it will just walk out from the stopped elevator). If this works, we now know that there is a problem with how the animation/simulation interacts with the elevator animation.
  • If the elevator does not have any animation of it going up and down with the character inside and the only animation is, its doors opening and the character walking out or just the character walking out of the elevator with the doors already opened. In your main level could you please replace the elevator with a simple platform with no walls or doors and have the character walk out to see if the problem persists.

Hopefully these steps help you solve the problem or at least get us closer to identifying the problem. If you run into any additional issues, please let me know and I’ll try my best to help. I’m looking forward to your follow up to see what updates you may have :slight_smile:.