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
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 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?
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.