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 . 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.