What it does
Mesh To Groom Converter turns a sculpted wig or hair-card mesh into a real strand Groom asset, binds it to a skeletal or MetaHuman face, and lets you preview, style, and hand-groom it in a standalone editor. No Alembic cache is required.
The plugin ships code only (no Content folder). Open a Mesh To Groom Converter asset from Content Browser > Create Advanced Asset > Physics > Other.
Main capabilities
Standalone Editor
Live viewport, Details, Layers panel, and eight viewport brushes.
Layers
Each enabled layer becomes one hair group, with its own meshes, conversion, style, appearance, physics, and strokes.
Surface Flow
Geodesic tracing for sculpted / solid wigs, with root-band and detached-shell rescue.
Card Centerline
Conversion path for ribbon / card hair.
In-place Binding
Save Groom writes the groom and rebuilds the binding in place so re-grooms never leave a _BindingN behind.
Brushes
Select, Comb, Grab, Smooth, Cut, Puff, Clump, and Noise record a stroke list that replays after every rebuild.
What ships
| Piece | Role |
|---|---|
| MeshToGroomConverter | Runtime module. |
| MeshToGroomConverterEditor | Asset editor, viewport, layers panel, builder. |
| Engine plugins | Hair Strands is required. Hair Card Generator (experimental) is required only for card-LOD generation. |
| Platforms | Win64 only. Both modules list PlatformAllowList Win64. |