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:
 YouTube Video - Hair Simulation
 YouTube Video - Hair Simulation
 Issue Encountered
 Issue Encountered
After reimporting my Skeletal Mesh into Unreal to replace the one previously auto-generated by UE5, I ran into a problem:
 The Skeletal Mesh behaves correctly in simulation: the beads stay properly attached to the braid bones and move as expected.
 The Skeletal Mesh behaves correctly in simulation: the beads stay properly attached to the braid bones and move as expected.
 The Groom becomes completely unstable and behaves erratically.
 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
 Why does my Groom become unstable after replacing the Skeletal Mesh?
 Why does my Groom become unstable after replacing the Skeletal Mesh?
 I would also like to know how I could enable collision between my simulated bones (braids) and the Metahuman’s head?
 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.






