[UPROPERTY](Programming/UnrealArchitecture/Reference/Properties)(EditAnywhere, BlueprintReadOnly, Category="Groom")
bool bBindGroomToSkeletalMesh
When activated, the groom will be attached and skinned onto the skeletal mesh, if the groom component is a child of a skeletal/skinned component. This requires the following projection settings:
Rendering settings: 'Skin cache' enabled
Animation settings: 'Tick Animation On Skeletal Mesh Init' disabled