How can I render Hairworks with cinematics?

Hi everybody,

I am having some issues with rendering in the Unreal supported version for NVIDIA Hairworks. I got access to the UE 4.20 branch with GameWorks on GitHub.

Here’s my problem : I followed the steps described on this page About HairWorks and Unreal 4 — NVIDIA HairWorks 1.2.1 documentation and everything is working fine besides the ‘‘visibility aspect’’. Hairs are following the animated mesh correctly, no problem about that. The only thing is that when I get close to the mesh in the viewport, the hairs just disappear. From far away they are visible. Here’s a quick video I did to show you what is happening : - YouTube . I read a lot of forums, people are talking about bound scale, slot node, LOD, occlusion culling, sockets, always tick and refresh bonetransforms, hidden in game, etc… Do any of you know what is the exact issue I’m having?

The biggest issue I’m facing is that the hairs do not get render when I render my cinematic camera. Perhaps, Hairwork is not supported? If so, do you know a code that could fix this?

Do you have any quick solution for me? My project’s deadline is next week. I think I am screwed haha. :')
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I’ve just found out what was the problem. In my skeleton, I have a world position root joint (always placed at 0,0,0 in the world). I noticed that when this root joint was not visible in the viewport camera or any other camera, the hair would disappear. Solution: I removed the root and put higher values for the Bound Scale. It worked!

Good luck everybody!