Hi rit - it sounds like your hair component isn’t actually parented to your skeletal mesh. You can simply do my dragging the hair component onto the skeletal mesh in the outliner. Does the hair move with the mesh when you translate in the viewport?
I’m actually just dropping my character into the scene and adding the hair component because allows me to animate the character in Matinee (which I haven’t figured out how to do when the character is in a blueprint). Then I simply choose the animation for the skeletal mesh and the hair follows along. I’m using the same mesh for rendering and hair btw but should work with any growth mesh.
One I am having is I cannot get the hair to export at the correct orientation no matter what combination of up-axis settings I use in Maya and the hairworks exporter. My workaround is that after creating the hairworks node I select it and rotate the guidemesh -90 degrees along with the guide hairs then export. It works but is an annoying extra step. Anyone know what is causing ? Has the problem with both Hairworks viewer and Unreal. Character exports correctly but hair is rotated forward 90 degrees.
Cheers