Even I get this on some rare occasions. Usually reloading the map fixes it. You can use the "Apply solver setttings" button in the physics settings to reload the whole map. If it does not help, try updating your GPU drivers. You can also try launching the game in dx11 mode by creating a shortcut to the .exe file and add -d3d11 to force DirectX 11 RHI. The hair simulation runs on your GPU so chances are good it is a driver issue.
Thanks for the quick reply. Actually I tried all settings and reloaded a few times, just to make sure (I am a developer, so I do like to test in-depth). I also noticed all other physic collisions were also broken. Most specifically all the collisions, not the physics. So, boobs move fine, but the lips dont interact with you know what, and the hands also don't. Almost like the hitboxes dont line up. Let me try dx11 and see!
Ah that is nice to hear. Yeah, most of the collision settings where added for testing them at runtime. I think I should remove most of them in future builds. The only settings, apart from the body settings, that actually make sense are the solver iterations, substeps and vertex spring settings. The rest doesnt actually add or improve anything atm. I suggest you reset them to default. If you have bad perfomance, you can try setting the iteration count to zero. This will deactivate the soft body sim .
The lip collisions should work independent from the soft bodies. At the moment they only activate during fellatio.
Hair collisions utillize a Niagara particle sim, which runs on the GPU, while most standard game realtime physics run on the CPU. If you are lucky the next build will fix your isdue with DX12. I did some changes to Niagara Sim Settings, because I had a similar issue with my particle system not correctly activating at runtime. I can also add Vulkan as a supported RHI
Thanks! Yeah fix would be appreciated. Just for your information though, collisions were broken on more than just the hair, don't ask me how. Pretty much all the soft bodies like the mouth or but had the collision shifted vertically. Maybe it is not a dx issue, but i tried all settings and only when i switched to dx11 it was fixed.