Unreal Engine Hair Collisions

Hello! Okay so my problem is my lack of understanding of blueprints.

What I am trying to achieve is hair physics… colliding with the mesh and not going through the mesh…

I would think I could attach it to the head bone but it pretty much ignores the physic asset I created. I tried to look up a solution online but everyone is taking this extremely complicated path of making a blueprint or re-using another blueprint, creating a binding asset, and attaching it to the character that then magically has collisions applied to it.

Do I really need to know how to blueprint to tell the software that the hair has to collide with my mesh… Am I missing something here… I am just trying to make cinematics… Not a video game…

If we are in the simulated groom context, unfortunately the solution you’ve searched is the standard method(which is not that complicated as to me). You just need some simplest computational thinking :slight_smile: . For cinematic purpose, realtime physics is not really stable enough, and you cannot keyframe a groom asset in the engine. So it’s better you keyframe or simulate the hair in DCCs and import as groom cache(which is actually an abc animation). I mean if you need the highest quality for cinematic, or just use a card skeletal mesh hair and do what you used to thinking of it.