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.
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
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.
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.
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.
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.
Each Groom asset can be toggled on/off via the character Blueprint or the Details panel. Runtime visibility can also be controlled using Blueprints.
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.
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
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
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
Reduce Groom count using Curve Decimation
Lower hair sample density
Enable LOD in materials
Disable hair dynamics to improve performance
Ensure Blueprint component structure remains intact. If it fails to load, rebuild the Blueprint and reassign Groom files manually.
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.
Hair materials have transmission properties that may cause overexposure. Try:
Adjusting material transmission settings
Modifying light intensity/direction
Adding fill lights to prevent overexposure
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