Description

When "RBF Interpolation" is enabled in the Groom settings, applying an Animation Sequence to a Skeletal Mesh that animates at a position far from the world origin causes the bound Groom shape to become distorted.

[Image Removed]

Steps to Reproduce

1. Create a new UE5 project.
2. Groom hair and a Skeletal Mesh to bind it to are prepared.
3. The Groom asset is set with "RBF Interpolation" enabled.
4. A Blueprint Actor is created, including the Skeletal Mesh and Groom.
5. An Animation Sequence for the Skeletal Mesh is prepared, in which it animates far from the world origin.
6. The Animation Sequence is applied to the Skeletal Mesh.
7. Observe the hair behavior during the animation.

With the repro project:

1. Download the repro project from the attachment.
2. Run PIE.

(This repro project plays a level sequence that applies multiple animation sequences to an object with Groom attached. The object moves between positions near the origin and far from it. The camera is always attached to the object, making it easy to observe how the starting position of the animation affects the Groom hair.)

Expected Result: The hair looks always the same.

Actual Result: Whenever the position of the object is changed, the groom looks a little bit different.

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Unresolved
ComponentUE - Graphics Features
Affects Versions5.5
Target Fix5.6
CreatedFeb 19, 2025
UpdatedMar 4, 2025
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