Quick answer: Groom hair needs the Groom plugin and Support Compute Skin Cache enabled in Project Settings, plus a Groom Binding asset made for the exact skeletal mesh it is attached to. Hair that disappears only in packaged builds or at lower settings is usually scalability switching strands to cards, or the groom asset not being cooked.
A MetaHuman that is suddenly bald, or a groom that floats off the head, is one of the most common character problems in UE5. The hair system depends on project settings and binding assets that are easy to miss when you migrate a character into a new project.
- Check 1: plugins and project settings
- Check 2: the Groom Binding matches the mesh
- Check 3: hair disappears at a distance or on lower settings
- Check 4: hair missing only in the packaged game
- Hair that explodes or jitters
- When it only happens on some machines
- Related problems
- Frequently asked questions
Check 1: plugins and project settings
- Enable the Groom plugin (and Alembic Groom Importer if you import grooms yourself). MetaHuman projects add these automatically; a manually migrated character may not.
- Enable Project Settings > Engine > Rendering > Optimizations > Support Compute Skin Cache and restart. Grooms attached to skeletal meshes are skinned through the skin cache; without it, hair does not follow the mesh or does not render.
- MetaHumans also expect a few more rendering settings. When you add one, the editor reports missing project settings and offers to enable them; accept that prompt, or compare your
DefaultEngine.iniwith a fresh MetaHuman sample project.
[/Script/Engine.RendererSettings]
r.SkinCache.CompileShaders=True
Check 2: the Groom Binding matches the mesh
A groom attaches to a skeletal mesh through a Groom Binding asset generated for that specific mesh. If you swapped the body or head mesh, retargeted to a different character or changed LODs, the binding no longer matches: hair floats, sits at the origin or vanishes. Create a new binding (right-click the groom, Create Binding, choose the target skeletal mesh) and assign it on the Groom component.
Also confirm the Groom component is attached to the right parent component (the face mesh for MetaHuman hair) and socket.
Check 3: hair disappears at a distance or on lower settings
MetaHuman hair uses strands up close and switches to hair cards or meshes at lower LODs and lower scalability. If the card or mesh LODs have no material, or were stripped to save size, the hair appears to vanish when the switch happens. Open the groom asset, step through its LODs, and check each one renders. Test with scalability 1 in a Development build to see what Medium-settings players see.
Check 4: hair missing only in the packaged game
- The skin cache setting is per platform: check
Config/Windows/WindowsEngine.inior device profiles do not turn it off. - Assets referenced only through soft references or loaded by path at runtime may not be cooked. Add the character's folder to Additional Asset Directories to Cook in Packaging settings, or reference it from a cooked map or primary asset.
- Check the packaged log for warnings about groom or binding assets failing to load.
Hair that explodes or jitters
Groom physics runs through Niagara. If the Niagara plugin is disabled or the simulation settings are extreme, hair can fly off and look like it vanished. Turn off Enable Simulation on the groom to confirm, then reintroduce it with gentler settings.
When it only happens on some machines
Character rendering that changes with scalability and GPU is hard to reproduce from a description. Bugnet's Unreal SDK attaches a screenshot plus the player's GPU, OS and RAM to reports filed from your UMG menu, so a “my character is bald” report comes with the hardware and the picture.
Related problems
- Fix: Unreal MetaHuman Rig Broken After Retarget
- Fix: Mixamo Animations Broken After Retargeting to the UE5 Mannequin
- Fix: Unreal Lumen Not Working in a Packaged Build
Frequently asked questions
Why is my MetaHuman bald in Unreal Engine?
Usually because Support Compute Skin Cache is disabled or the Groom plugin is not enabled. Enable both, restart the editor, and check the Groom Binding matches the face mesh.
Why is groom hair floating off my character?
The Groom Binding was created for a different skeletal mesh. Create a new binding for the current mesh and assign it on the Groom component.
Why does MetaHuman hair disappear at a distance?
Hair switches from strands to cards or meshes at lower LODs. If those LODs have no material or were stripped, the hair seems to vanish.
No skin cache, no hair. Check that setting before anything else.