# Secene physics for HairWorks

**URL:** <https://forums.unrealengine.com/t/secene-physics-for-hairworks/397310>\
**Category:** World Creation\
**Tags:** hairworks, unreal-engine, FeatureRequest, Physics, question, Blueprint\
**Created:** [July 12, 2017, 11:20am UTC](https://forums.unrealengine.com/t/secene-physics-for-hairworks/397310 "2017-07-12T11:20:41Z")\
**Posts on this page:** 3\
**Page:** 1

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**Author:** ![anonymous\_user\_ae0bd5ba](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_ae0bd5ba](https://forums.unrealengine.com/u/anonymous_user_ae0bd5ba)\
**Post date:** [July 12, 2017, 11:20am UTC](https://forums.unrealengine.com/t/secene-physics-for-hairworks/397310/1 "2017-07-12T11:20:41Z")

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Hi,

I recently built Nvidia’s Hariworks+UE4 from source and followed a simple tutorial on how to create a simple model to use in UE4. This model is consisted of a .FBX and .apx (hairworks file for hair) files. I can import both in UE4 and all seems fine. I followed this simple tutorial: [HairWorks Quick start Unreal Engine 4 Pipeline - YouTube](https://www.youtube.com/watch?v=09Oy92QGrQc)

My question is. How can I make those hairs be “linked” to the scene physics? For example, as show in the video at 9:04, tilting the plane where the hair/grass is makes them bend to the correct side.

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**Author:** ![Rodito](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Rodito](https://forums.unrealengine.com/u/Rodito)\
**Post date:** [October 30, 2017, 11:15am UTC](https://forums.unrealengine.com/t/secene-physics-for-hairworks/397310/2 "2017-10-30T11:15:06Z")

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did you figure it out? I need to know so badly ☹

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**Author:** ![Cosmik-Debris](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Cosmik-Debris](https://forums.unrealengine.com/u/Cosmik-Debris)\
**Post date:** [May 24, 2019, 5:12pm UTC](https://forums.unrealengine.com/t/secene-physics-for-hairworks/397310/3 "2019-05-24T17:12:42Z")

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I’m way too late but thought I’d answer in case someone sees this. Inside the hairworks asset you need to enable “simulate in world space”
