Yes, I’m very interested in using your physics sim for things like ponytail hairs. If they need to be boned a certain way that’s no problem, just need to know how that has to be done. Are your particles in a rope setup allowed to rotate on the long axis? It seems like they wouldn’t be, and that’d be preferable, but I should ask now I guess. Do meshes have to be welded/watertight, is it ok if you have a braided structure? We got a couple of pieces set up with UE’s native IK bone dynamics but the problem was getting collision against the physics asset rather than the capsule, using this method:Dynamic/Simulated Ponytail (Bone Chain) Tutorial - Unreal Engine 4 - YouTube
Thanks!