UE5.5.3 Attach mesh to groom Braids and simulate

Hello everyone,

I’m working on a Metahuman in UE5.5.3, and I need to attach beads to the ends of braids so I can simulate everything properly (braids + beads moving naturally while staying attached).

I followed this YouTube tutorial step by step:
:movie_camera: YouTube Video - Hair Simulation

:police_car_light: Issue Encountered

After reimporting my Skeletal Mesh into Unreal to replace the one previously auto-generated by UE5, I ran into a problem:

:white_check_mark: The Skeletal Mesh behaves correctly in simulation: the beads stay properly attached to the braid bones and move as expected.
:cross_mark: The Groom becomes completely unstable and behaves erratically.

See video of the issu → https://www.youtube.com/watch?v=R8m4gDYbBTU







I can’t figure out what’s causing this instability or how to fix it…

Questions

:one: Why does my Groom become unstable after replacing the Skeletal Mesh?
:two: I would also like to know how I could enable collision between my simulated bones (braids) and the Metahuman’s head?

UE Version : 5.5.3
The workflow was done with Maya as in the video I followed.

Thanks a lot for your help!
Any insights or suggestions are greatly appreciated.

I solved the problem, I’m not sure but I think it came from the FBX export compatibility between maya and Unreal. I exported the mesh in FBX 2019 from UE and reimported to UE from a 2019 version of maya…