Common issues
| Symptom | Check |
|---|---|
| Sculpt shows through the groom | Cull Hidden Surfaces on; raise Strand Count until Report > Strands Per Square Cm is around 120+; do not thicken Root Width to hide holes. |
| Looks fine from the front, bald from above | Roots Penetrate Band. Thickening Root Band Thickness without penetration makes the bald disc bigger. |
| Ponytail or bun comes out bald | Root Detached Shells. Check Hair Shell Count vs Rooted Shell Count in the report. |
| Braids or buns lose their turns | Check Follow Surface Grain, keep Flow Smooth Iterations low, and raise Points Per Strand for tight turns. Compare the final groom with the source geometry from several angles. |
| Neon yellow or black roots | Saturation back to 1.0. Do not assign the mesh material to the groom. |
| Hair never moves on the character | Enable Simulation on the saved groom. Binding must exist and the Groom Component must use it. |
| Re-groom did nothing | The character is still pointing at an old _BindingN. This tool rebuilds in place; confirm the component references the recipe's binding. |
| Brush appears to do nothing | The overlay is what you should see during the stroke. Status line reports strands caught; zero means the cursor is over empty space. Wheel grows the brush. |
Known limitations
- Win64 only. Mac and Linux have not been tested.
- Hair Card Generator is an experimental engine plugin and a declared plugin dependency. Card output is not yet verified for this release.
- Surface Flow wants a coherent hair surface. Isolated shells with no roots produce no strands.
- A solid sculpt does not specify every strand or the hidden over-under connections inside a braid or bun. Conversion estimates those paths; an exact reconstruction is not guaranteed. Hair detail painted into colour or normal textures is not reconstructed as strand geometry.
- Strand Count is a target; strands below Min Strand Length are dropped.
- Card Centerline ignores Strand Count and does not sample vertex colours.
- The final groom import runs on the game thread, so a very high strand count still hitches once per Convert/Save.
- The plugin archive contains code; editable sample content is delivered separately in the Example Project archive.
Getting help
If your issue is not covered above, open a support ticket or reach us on Discord. Include Unreal Engine 5.8, plugin version, conversion method, and the Report values. The support guide explains how to report and follow up on an issue.