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.

Windows
MacOS
Linux

Syntax

UPROPERTY (EditAnywhere, BlueprintReadOnly, Category="Groom")
bool bBindGroomToSkeletalMesh

Remarks

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

Select Skin
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