Hair Rendering Problem When Using Reallusion Character via Live Link in Unreal Engine 5.6
I am contacting you again regarding a serious hair rendering problem that occurs when transferring a Reallusion character to Unreal Engine 5.6 through Live Link and rendering the character in Sequencer.
As shown in the attached screenshot, the character's hairstyle becomes severely distorted and corrupted during rendering. The hair does not maintain its intended shape and becomes unusable in the final cinematic output.
This is not the first time I have reported this issue.
I previously submitted this problem as an issue to Reallusion, but I did not receive a meaningful response, a clear explanation of the cause, or a working solution.
This is particularly frustrating because every time this problem occurs and cannot be resolved, I have been forced to create a completely new project and repeat the entire setup and production process from the beginning just to determine whether the problem disappears.
This means that the issue is not simply a minor inconvenience. It is causing a significant loss of development time and repeated production work.
I would like to formally raise the following concerns:
Why has this issue not been properly investigated or resolved despite being reported previously?
Why has no clear explanation been provided regarding the cause of the hair corruption?
Why have I not been given specific instructions or a reliable workaround to prevent this problem?
And most importantly, why has my previous issue report effectively received no meaningful follow-up?
When a production workflow depends on Reallusion characters being transferred to Unreal Engine, a rendering problem that can completely corrupt a character's hairstyle should not simply be ignored.
I am using the Live Link workflow specifically because it is an officially provided workflow for integrating Reallusion characters with Unreal Engine. Therefore, I expect Reallusion to provide a clear explanation when the workflow produces an invalid or corrupted rendering result.
Current environment Reallusion Character Creator / iClone Unreal Engine 5.6 Unreal Live Link Level Sequence / Sequencer Cinematic rendering The actual problem
The character can appear usable during the editing process, but when the sequence is rendered, the hair becomes severely distorted, stretched, and visually corrupted.
This makes the character unusable for cinematic production.
I need Reallusion to determine whether this is:
A Live Link problem A Character Creator/iClone hair export problem A Groom/Hair system compatibility problem An Unreal Engine 5.6 compatibility problem A material or shader issue A Sequencer/Movie Render Queue issue Or a known bug in the Reallusion Unreal integration
Please do not simply provide generic troubleshooting suggestions.
I need a specific explanation of the root cause and a reproducible solution.
Please provide:
The exact cause of this hair corruption. The correct Character Creator/iClone settings before sending the character to Unreal Engine. The correct Live Link settings for Unreal Engine 5.6. The required Groom, Hair, material, or rendering settings in Unreal Engine. The correct settings for Sequencer and Movie Render Queue. Whether this workflow is officially supported with Unreal Engine 5.6. Whether this is a known bug. If it is a known bug, the current status of the issue and the expected fix. A reliable workaround that allows me to continue working without having to recreate my entire Unreal project.
I also want to make it clear that repeatedly recreating an Unreal project is not an acceptable workaround.
I have already lost significant development time because of this issue. Every time the problem occurs, I am forced to question whether the problem is caused by the project itself, the Live Link transfer, the character, the hair system, or Unreal Engine.
Without a proper explanation from Reallusion, it is impossible to determine the actual cause, and this results in repeatedly wasted production time.
I am therefore asking Reallusion to take this issue seriously and provide an actual technical response rather than leaving the issue unresolved.
If this is a known compatibility problem, please acknowledge it clearly.
If it is a bug, please provide the bug status and workaround.
If it is caused by an incorrect setting, please provide the exact settings required to prevent it.
I would also appreciate an explanation as to why my previous report did not receive a meaningful response or solution.
This issue is directly affecting my ability to use Reallusion's characters for Unreal Engine cinematic production, and I need a reliable solution before I can continue using this workflow.
I have attached the rendering result showing the hair corruption for reference.
I look forward to receiving a specific technical explanation and a working solution.
Hi ryuradop,
No worries at all—it’s our pleasure to help, and we’re very glad that your issue has finally been resolved. Thank you for providing such a detailed update.
We understand that re-importing all the characters and rebuilding the Sequencer work was time-consuming. We agree that starting fresh may have been the safest approach to prevent potential compatibility or reference issues after updating to version 2.03. At the same time, we were hoping to find a solution that could save you from having to redo everything, allowing you to focus your time and effort on other parts of your project.
There is absolutely no need to apologize for the late reply—we completely understand how busy revisions can be. Your kind words mean a great deal to our team. We truly appreciate your trust in the Reallusion ecosystem, as well as the time you take to share your experiences and feedback with us.
We will continue doing our best to listen, improve, and support you whenever needed. Thank you again for your patience and continued support!
Best regards
ryuradop
Thank you for your guidance. I followed the method you recommended, and the issue has been resolved.
I would like to clarify one thing regarding the character re-import process. There was no problem with the plugin itself. However, to prevent any potential issues that might occur after updating from version 2.01 to 2.03, I decided to delete all of the existing characters that had been imported with the 2.01 plugin and re-import them from scratch using the 2.03 plugin.
I also encountered an issue where some character materials could change to white or brown. Since I wanted to prevent any possible reference or compatibility issues that might occur, I thought it would be safer to completely remove the existing characters and re-import them using the new plugin version.
Because the existing characters were deleted, the characters that had already been registered in the Sequencers in Unreal Engine also disappeared. Therefore, I had to add the newly imported characters back into the Sequencers and redo the related work for the sequences and cutscenes from the beginning.
It was a time-consuming process, but I decided that this was the safest approach to prevent any potential problems in the future.
In any case, the original issue has been completely resolved, and I sincerely appreciate your help and guidance.
I apologize for the late reply. I have been very busy with revisions and completely forgot to respond.
I also want to thank you for continuing to take an interest in my issue and for following up with me.
I am becoming more and more satisfied with being part of the Reallusion ecosystem. Of course, it is not perfect, but I truly appreciate the fact that your team continues to provide feedback, support, and genuine attention to the issues I encounter.
I have used products and services from other 3D companies as well, and I have found Reallusion's response and continued support to be noticeably different. I really appreciate that you continue to listen to my feedback and take the time to help.
Thank you again for your continued support and interest. It is very much appreciated.
Winner_RL
Hi ryuradop,
Do you mean that the reimporting of files caused you to redo cinematics and cutscenes from scratch? Are you having trouble replacing the references?
Thanks
ryuradop
Thank you for your guidance. I followed the method you recommended, and the issue has been resolved.
However, I encountered another issue when updating the plugin from version 2.01 to 2.03. The materials of characters that had previously been imported using the 2.01 plugin or brought into Unreal Engine through Live Link became problematic after the update.
As a result, I had to delete all of those characters and import them again, including bringing them back through Live Link. Unfortunately, this meant that I also had to redo some of the cinematics and cutscenes.
Nevertheless, the original issue has been completely resolved, and I really appreciate your help.
I have been busy with the necessary revisions, so I apologize for forgetting to reply earlier.
Thank you again for your support.
Winner_RL
Hi ryuradop,
How are you? I just wanted to check in and see if everything is going well.
Best regards,