i have a problem exporting hair from blender to unreal. how you see in the photo when i export to unreal, the hair look like they don’t have subdivision or enough count. I’m using the geometry nodes and i’ve tried to add the “ResampleCurves” or the “Subdivide Curve” but the risult in unreal is the same. I currently use the 3.4.1 version of blender and the 5.1 UE version, and for exporting the hair i’m using the “Send to Unreal” plugin.
This solution is for export your hairs to unreal with smoothing and subdivision like in blender: - Edit your hairs using new geometry nodes system, but when you edit them enable smoothing in render / Curves / additional subdivision to 3. (This will smooth your hairs in blender but will not smooth it if you export it right now).
-When you finish your editing and ready to export, convert geonode hairs to particle hairs (select curves, go to sculpt mode, curves > convert to particles system). Now in particles system increase in viewport display Strand steps to 10 (you can chose some other value just make sure that your particle hairs are exactly the same as geonodes hairs) After this setting we are able to export hairs just as we see them in blender, smooth and nice.Now you can export them as normal particle hairs. Here’s youtube guide to to do it.
!Important setting: make sure when you export, you select: use settings for: viewport
Timecode 3:40