Create the asset
- Content Browser > right click > Create Advanced Asset > Physics > Other > Mesh To Groom Converter (same category path as Groom Asset).
- Double-click to open the Mesh To Groom Editor: viewport on the left, parameters on the right, toolbar across the top.
First conversion
- Import a sculpted wig or hair cards as a Static Mesh (or Skeletal Mesh).
- On the selected layer, add Hair Elements - one entry per piece (fringe, ponytail, side locks), each with its own Mesh and Transform. Click a piece in the viewport to move it with the gizmo.
- Set Target Skeletal Mesh to the face or head you will bind to.
- The viewport converts as you type. Tune Conversion / Style / Appearance on the selected layer, then groom with the brushes on the left edge of the viewport.
- Press Convert to see the full Strand Count. Live preview uses a reduced budget.
- Set Output Path and press Save Groom. With a Target Skeletal Mesh set, the
UGroomBindingAssetis always created or updated alongside the groom. Re-saving rebuilds the same binding in place. - Save the new packages (Ctrl+Shift+S).
- On the character Blueprint, add a Groom Component, assign the generated Groom and Binding, and attach it to the Face component.
- Set Preview Body Mesh and press Animate to judge the hair under real motion before you commit.
Binding is not optional. An unbound groom rides the character rigidly rather than deforming. That failure mode looks like success until the head turns.
Conversion methods
| Method | Use for |
|---|---|
| Surface Flow | Solid / sculpted wigs (Tripo, ZBrush, Blender). Traces geodesic flow lines from the scalp band down the mesh surface. |
| Card Centerline | Card / ribbon hair. Each connected component becomes a card; centre lines are extracted along its long axis. Emits Strands Per Card times card count and ignores Strand Count. |