Unreal Engine Hair Collisions

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.