I keep trying to follow this tutorial and getting stuck in the same problems
I again and again get to a point that no changes I make in the values I pick for density and stiffness don’t actually change the result
I feel like this is a cache issue
I tried evaluating each node again, closing and opening the screen
I tried starting new projects and starting over and it works (most of the time) but soon it gets stuck again
Any ideas about what I can do to fix this? Is this a normal issue due to the experimental nature of the plugin?
When you have the asset open, you can go to Window-Collection SpreadSheet-Collection SpreadSheet 1 so that you can view all the attributes on the collection from your selected node. In Collection SpreadSheet 1, you can locate stiffness and mass attributes under Group: Vertices. These should change when values in SetFleshDefaultProperties node change.
What version of the engine are you using?
Would you also be able to share a video to show the issue?
As mentioned by @yszbyszb above, the collection spreadsheet should allow you to check if the value are actually changing
Also make sure you are in Automatic Evaluation mode
And if the data does not seem to update, can you try “Force Graph Re-Evaluation” ?
Hey guys
Yes, here is a video showing the issue: VIDEO
This is the tutorial that I’m following: TUTORIAL
I’m using UE 5.7
As you can see, the values do update properly for those vertices in the CollectionSpreadsheet
But the simulation results doesn’t change. The starfish is still the same jelly instead of more rigid
I tried all sorts of re-evaluation, refreshing, saving, closing the window, closing and opening the project again, but the simulation doesn’t change
Hey @BarelyLegal17 what’s your preview scene panel look like? Is everything default?
I’m trying to recreate your setup. Can you confirm these setting are correct?
For the SkeletalMesh node - ‘SMK_Starfish’
SkeletalMeshBone - ‘pelvis’
AddKinematicParticles - ‘Sub-Branch’
SetVertexVertexPositionTragetBinding - default (0.1, 10000.0)
Thanks!
Hey mate, thanks for your attention
I gotta say this is probably just me being dumb
I see now there is differences when I change values around, I was not paying enough attention
I assumed the differences would be more noticeable by setting values really high
I’m just trying to learn the tool without a goal yet just to see what it can do
One last question for now then
By what they did in the Witcher 4 demo, this tool seems more like a “post-processed” SkeletalMesh visual deformation. It’s not meant for a reliable interaction soft-body physics, right? Like, I can’t just put this in two characters and punch someone’s face and see their face react accordingly, can I?
Like, given that even highest values in Stiffness doesn’t really return a stiff character, I assume that the tool is not really made for that
You are right that what we used in the Witcher 4 demo is a physics-corrected skeletal mesh deformation. We also have tutorials on real time deformers on the skeletal mesh with interaction of rigid bodies: Chaos Flesh 5.5 Tutorials (see section Collisions-World Collision).
Generally it’s not recommended to use a super high stiffness value on soft bodies because it get harder to be solved by the solver. If you must do so, you can try switching to the Gauss-Seidel solver (discussed in the 5.6 tutorials) and use enough solver timesteps and iterations.
Wait! You are the guy, the one, the legend that made the tutorials I’m following ![]()
Okay man, that’s a good tip
I’ll try that simulation mode and bump those values to see if I get a more stiff character, and will bother you with another ticket if I have more questions
I hope we get more updates in this Chaos Flesh system and it’s documentation. It’s crazy powerful


