Here’s the problem, Player 2’s hair will stop following their head if they leave the view of Player 1. One idea I have is that it could be due to some in-built prioritization for Player 1’s camera, but I’m not sure how to fix it or to check this.
Here are two videos I took of the issue, in the second one, I switched the character’s around to show that the issue isn’t with the metahuman itself:
If I have both players on one screen (by turning off ‘split screen’ in the project settings) then both players are able to walk around without hair issues- so this is definitely something to do with spawning in the camera/ split screen, rather than spawning a second player.
Not sure if it will work with this issue but seeing as it appears to be a binding issue, you could try to manually bind the hair to the character in their blueprints. I saw a post where someone was running into a similar issue when rendering. I know that’s different but maybe the weird offset is something similar. Just in case, I’ll link the post. Maybe it will provide some insight?
About three posts down someone shared how to set it up in the blueprint; here’s his screenshot.
@WhateverTrevor Hi there, thanks for the response! Although this method didn’t work for my problem, I don’t think there’s a binding issue with the Metahuman itself as the hair appears normal on player 1’s side of the split screen? I think it’s a problem with the camera on player 2’s screen prioritising player 1’s view (although I don’t know for certain, I am quite new to Unreal!)
The binding is all normal (the hair is currently bound to the correct binding element in the player BP) so I’m still not 100% sure what’s causing the issue.
Thanks for your help thought! It might just be an unfortunate bug or something- just a shame is all ^^
This would be a little out of my skill level- but I’m wondering if there would be a way to write manual code/ blueprint to override it and just stick it on his head?
At this point I don’t even mind if the hair loses it’s fluidity or bounce, I just don’t want any of them to be bald anymore lmao
I tried to import the head into Blender so I could manually attach the hair- but it’s al done in strands and grooms, so it doesn’t seem to be possible.
Any advice/ workarounds are much appreciated, even if they seem like ‘quick fixes’!! ^^
In BP, try to drag the groom onto a blueprint, and from it drag out, type attach, see what options you get.
IF anything comes up, you can probably connect the node up on the begin play event.
IT may be key-typed under Bind / Binding.
Also, it probably will not matter one bit, but parent the groom to the skeletal mesh within the hierarchy. To do that, best way is to add a socket to the head bone (used for hats as well) and just move the groom under the skeletal mesh, then select the socket name in the options for the groom.
Possibly even enable a set master pose component for the groom (not sure that’s possible/if it works, but worth a try).
At a base level, attaching manually to a socket like I said should keep the groom on the head even if the physics are off.
(current screenshot shows it’s paired to “face”, move it up a notch in the body. add the socket to the body. guess that’s not your screenshot. same diff though.)