dx11 did the trick. I am guessing an AMD issue, as my drivers are up to date, but AMD does love to not fix issues with drivers.
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.