| Part | Purpose | Check when modifying |
|---|---|---|
| Body | Complete skeletal body, including legs and feet. | Preserve its skeleton and post-process setup. |
| Face | MetaHuman facial geometry and rig dependencies. | Keep the face and body assembly compatible. |
| BodyFur | Full-body strand coat, including leg coverage. | Its binding must target the body mesh you use. |
| Hair / face fur | Feline face and ear fur. | Keep its face binding and matching coat material. |
| Tail | Separate skeletal tail attached at the pelvis. | Preserve its socket, relative transform and animation assignment. |
| TailFur | Strand fur on the skeletal tail. | Use the tail's matching Groom binding. |
The tail includes a native idle animation. A gameplay locomotion controller, procedural spring controller and combat animation system are separate integration work.
When replacing a mesh or changing its topology, create a compatible Groom binding for that mesh. A binding made for another face or body can shift fur or fail to render.