You will need to update Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomCache.cpp, in particular the GetFrameIndex / GetFrameIndicesAtTime methods to skip animation frame and update the GPU’s InterpolationFactor which is used to interpolate between frame on the GPU.
Then in Engine\Plugins\Runtime\HairStrands\Source\HairStrandsCore\Private\GroomComponent.cpp you might need to update CreateMeshBatch() in order to force bOutputVelocity = false in order to bypass motion vector output.
Thanks a lot for the guidelines, I was able to add that option on the Groom Component to force the interpolation factor to 0 and it seems to work alright
About the bOutputVelocity, is it necessary?
If we use full groom caches, even without interpolation it would produce motion blur if we let this be true ?
Also, there seem to be a small bug, or at least something not useful, bOutputVelocity is initialized like this (l.1032): `bool bOutputVelocity = GeometryType == EHairGeometryType::Cards || GeometryType == EHairGeometryType::Meshes;`
but then in the function right after (`GetPrimitiveUniformShaderParameters_RenderThread`), where this bool is passed, it is set to false right away.