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1. Why does hair or texture appear broken or disappear after migrating the model to a new project?

When migrating models to UE, please ensure the following settings are enabled:

Groom Plugin: Go to Plugins → Search "Groom" and enable it;

Virtual Texturing: Enable in Project Settings;

Support Compute Skin Cache: Also in Project Settings.

⚠️ Note: On macOS, the Groom plugin is not supported, so hair will not display.

 

2. The character has no hair in UE, and the Groom binding is missing in the Blueprint — what should I do?

You need to manually add the Groom asset in the character blueprint:

Open the character blueprint and click “Add Component” → choose Groom;

Bind the corresponding hair asset;

In the Details panel, make sure it’s correctly attached to the appropriate bone;

If the hair still doesn’t show up, please refer to this tutorial video:

Watch Tutorial

 

3. The rendered look in Unreal Engine is different from the demo video — the hair appears rough or has strange highlights?

By default, Unreal Engine’s viewport uses the Epic quality preset for real-time performance, which downscales hair rendering. To achieve higher fidelity:

Switch the viewport to Cinematic mode;

Or use Movie Render Queue for high-quality rendering.

📺 Watch the demo video for detailed settings.

 

4. Why do textures break after migrating the character from Unreal 5.2 to 5.3?

Make sure the following are enabled in the new project:

Virtual Texturing;

Groom Plugin;

Support Compute Skin Cache.

Additionally, we recommend using Asset Migration instead of copy-pasting to ensure all dependencies are correctly transferred.

 

5. How do I change the hair color in Unreal Engine?

Hair color is usually defined by texture maps. For basic color changes, you can adjust the Hue/Saturation parameters in the material. However, for more realistic or natural-looking results, you’ll need to replace the texture map or repaint the hair texture manually.

 

6. Do UE models support Hair Cards as a Groom alternative?

Currently, our UE models only use the Groom system. Hair Cards are not included. Though Hair Cards offer better performance, they are less realistic for animals, so we do not provide them.

 

7. How to toggle hair display in UE? Can different regions be controlled separately?

Each Groom asset can be toggled on/off via the character Blueprint or the Details panel. Runtime visibility can also be controlled using Blueprints.

 

8. FBX export causes animation loss or excessive bones?

In Blender:

Delete all controllers and driver bones, keep only skinned bones

Bake animation to skinned bones

Export as FBX

This reduces bone count for easier use in UE.

 

9. Hair texture looks faded, whitewashed, or gray?

This is often due to importing 32-bit textures incorrectly into UE. Try:

Converting images to 8-bit in Photoshop or similar softwares

Using the default textures provided in our UE materials

 

10. Why does the same texture look worse on high-density Groom?

Mismatch between hair count and UV root density. Recommendations:

Ensure "Export Root UV" is checked in Alembic export

Create separate textures for different hair densities

 

11. Groom hair in UE shows zebra stripes or shadow flickering?

Common causes:

Rendering mode set to Cinematic

Bug in UE5.3 Groom system

Suggestions:

Reduce hair count

Use UE5.2 or 5.4.4+

Use Legacy Movie Render for output

 

12. How to optimize model performance in UE for real-time use?

Reduce Groom count using Curve Decimation

Lower hair sample density

Enable LOD in materials

Disable hair dynamics to improve performance

 

13. After migration, eyes/mane disappear—what to do?

Ensure Blueprint component structure remains intact. If it fails to load, rebuild the Blueprint and reassign Groom files manually.

 

14. In UE, character only shows skeleton—no hair?

If using a Skeletal Mesh instead of a Blueprint asset, hair won’t load automatically. Create a Blueprint and add Groom components, or use our provided Blueprint characters.

 

15. Hair in UE doesn’t cast shadows or appears too bright?

Hair materials have transmission properties that may cause overexposure. Try:

Adjusting material transmission settings

Modifying light intensity/direction

Adding fill lights to prevent overexposure

 

16. Animation plays correctly in Sequencer, but hair rendering fails?

Make sure:

Using Blueprint character with Groom

“Support Compute Skin Cache” is enabled

Render via Movie Render Queue with Scalability set to Cinematic

If issues persist, use Legacy Movie Scene Capture as a workaround