I’m trying to do basic Cloth Simulation (a plane with no collisions that I can place on moving object in the world).
What I did:
1-Create an horizontal Plane in 3ds Max
2-Import it in Ue4 creating new skeletal mesh and skeleton
3-Create Clothing Data from Section
4-Apply the created Clothing Data
5-Paint everything to 100 except one full edge at 0
6-Simulate
The result:
I don’t understand why its not going all the way down and ending up in vertical position. This result is with default cloth config, when playing with it I can make it go more like a ‘‘L’’.
I tried creating the plane in the 3 different axis possible I have always the same problem (Cloth doesn’t fully go down)
If you have any info it will be really appreciated!
I have the same problem and only found a work around, but no solution. I imported the mesh as a smaller model (in my case 1:20) and scaled it up in engine. Now works as intended
Hi again, found it! The paint value of the brush is not %, but units. I was confused since the slider is 0-100 like weight paint. If you type in higher values (my case 2000) it adjusts the max distance, as the others said.
Hey, for everyone who solution above sadly didn’t help. I had the same issue and setting “collide with enviroment” to false helped. You can find it in details of mesh which simulates cloth (it should be placed in world)
Because for the optimization purpose unreal by default set the max distance to 1 under skeletal cloth settings (details panel). Increase it to enlarge the simulation distance.
You can see my example for more details. Be careful with this thing. If you increase it too much your editor may crash in case it will use the more resource for simulation.
**Make sure you have collide with environment and force collision update is checked under details.