Chaos Flesh Simulation Problems with Exploding Tetrahedrons

Hello! I’ve been having some issues with simulating muscles with the Chaos Flesh System in UE5.7. I’ve been using the Unreal documentation for 5.6, but I keep running into trouble with the Muscle Partitioning section.

In this step, the developer explains how to use weight maps to only keep a certain amount of muscles for the simulation test (these keeps the time smaller, uses less memory, etc.). I make sure I have all of the same settings, the same workflow in the data graph, and simulation preview, but anytime I try to record or play the simulation with only a few muscles, the tetrahedrons explode. After a while of having this problem, I tried just simulating with all of the muscles of the upper body (I added origin and insertion points to all of them), but Unreal couldn’t handle it once I got to skin binding. Has anyone else had a similar problem with this part of the tutorial?

Example of my viewport after only keeping a few muscles:

What the tutorial shows the viewport SHOULD look like: