Set up hundreds of Groom bindings

I am working on a full runtime character creator using meta humans and I have run into a bit of a snag when it come to Groom binding assets. Basically I have 22+ skeletal mesh heads and 87 grooms so I need 1,914 binding assets and I need to have them added to a data table so the system can auto select the right one…

This is my current work flow

But as stated in video Its going to take me 20+ hours to set up so I am hoping for a better work flow.

Any help would be great!

LordMaddog

Wow—needing to set up nearly 2,000 groom bindings sounds like a massive pain. If you’re doing this manually, it’s going to take ages.

A better route might be to script it. You can use python (or unreal’s c++) to loop through each head mesh and groom asset, create a binding for each pair, and add them to a data table. Then your character creator can automatically pick the right binding at runtime—way faster than clicking a ton of binding assets one by one.

Happy to help sketch out a python script if you’d like—I’ve done similar bulk setups before!

I fond I can copy all the bindings for the new head and open them all at once then change the mesh in the binding. Which still takes a bit of time but sort of acceptable

What I really need help with is adding them to the data Table If you can help with a script that adds them to the data table that would be AWSOME because that’s about 15hours of work!