Certain MetaHuman clothing assets stretching

I’ve been creating some MetaHuman characters in UE5.6 by reusing/reworking the clothing from Epic’s Matrix Crowd demo. I’ve been fairly successful so far with mainly just some fitting issues I’ve been able to solve, but now I’m having a bigger problem. I rigged and assembled two new MHs (UEOptimized Medium) and for some reason the clothing around their wrists are being stretched to the origin point.

I initially thought it was just a problem with the open-blazer asset on the front-left guy, but after rigging and assembling the front-right woman, I found her sweater had the same problem. This is weird for a few reasons:

  1. I made the back-right old woman FIRST, and she’s wearing the exact same Sweater asset as the front-right woman but has no stretching.

2. I thought this issue could be because I created the front two MHs after I edited the metahuman code to remove the sizing limits, but after I replaced the open-blazer on the man with a sweater I already knew worked and re-assembled it (back-left male), there was no stretching.

3. As some tutorials have suggested, I tried to force the LODs on both the LODSync and the SKM_Outfit, but neither of those fixed the stretching.

I tried to debug with AI a bit and it said optimization might remove bones from the skeleton and I need to remove the twist bone vertex weights, but this doesn’t seem right since both the front and back male MHCs were assembled UEOptimized Medium yet only one has stretching.

Is there some option I’m missing or annoying system that I’m forgetting about? Why would this be happening and why can’t I fix it by forcing LODs?