It was apparently a scaling problem. My apex asset was incredibly small (hence scaling down to the origin of my root bone), but I had set some verts with zero influence in the standalone apex tool, creating the “stretching” effect.
Setting the scale to 1 in the scene panel before exporting from blender appears to have solved this particular issue.
What would you suggest is the equivalent of scaling it up in Maya? 'Cause I’m having the same problem even though the character mesh, and by extent the clothing mesh skinned to it, is already pretty big when I import it into Unreal… But that’s as a static mesh.
I know the scale is the problem because when I import the APEX asset (a dress), then put the character (with her apex dress attached) into Unreal’s main viewport, the character’s the right size, but the apex dress asset is waaaay too small. Like, a tenths of the character’s size.
It’s like PhysX exported her dress 10 times smaller than its original size in the Maya scene.
Not sure why it was messed up before, but make sure the Maya working units setting is the same as your FBX export unit setting. Scale factor should be 1.0. So if you were using centimeters in Maya, FBX export should be in centimeters too. If you were using meters, export should be meters, etc.
I am having a similar issue using Blender, but resolved one issue by setting the scale down to 0.01. The images show before and after i changed the scaling from 1 to 0.01:
Would you by chance know if any other settings you changed had an influence on fixing the stretching to the origin problem? Apex cloth is driving me bonkers