How to cache a groom in Unreal to support proper motion blur in Movie Render Queue using Temporal Samples.
https://dev.epicgames.com/community/learning/tutorials/vzjW/caching-a-groom-simulation-in-unreal-engine
Hi Michael,
Is there a way to reference which groom binding the NiagaraComponent is referencing? When I add the NiagaraComponent to the character Blueprint (SkelMesh ), I get a Niagara Component for each groom that has physics/simulation enable. However, there is no information on which NiagaraComponent is associated with which groom - other than a cryptic Binding ID. It might not be possible. It would be nice to be able to easily and quickly associate the NiagaraComponent to the associated groom. Maybe it should be a feature request?
YESS!
Finally
Thank you so much for patching this @mneely3d
My pleasure! Glad it is helpful!
This is a good note to pass along. Thanks for adding the comment.
Hi,
Sim cache on groom doesn’t seem to work on render.
It works well in viewport/sequencer. Any idea ? Cvar ?
Thank you guys.