I am experimenting with cloth physics and vehicle draping within unreal. The goal is to try and do as much if not all of the process purely within unreal if possible. I am dropping a cloth onto a static vehicle with the output being static images of the draped vehicle, so no animations factor into this.
I’ve got the cloth physics figured out but I’m running into issues when it comes to the vehicle collisions due to the limitations of cloth physics. Complex collisions do not interact with the cloth, so I am limited to simple and convex collisions. I’ve found two bugs/issues during my testing regarding collision meshes.
The first bug is when I alter the scale of my cloth in the editor, it no longer accurately collides with specifically simple box collisions when the box collision gets further away from the center of the object. This is fixed by returning the cloth to 1,1,1 scale so I’m mainly just pointing this one out, but the cloth would need to be scaled based on the size of the vehicle so this might still have some effect on our project.
The main issue I am running into is that there seems to be no way to use a static mesh as simple collision, it only lets you substitute a mesh for complex collision. The hope was to be able to use a low poly mesh of our vehicle as the collision in order to get an accurate silhouette when draped. Custom collision does work by modeling your own in a different software and bringing it in as a UCX but the amount of time and work it would take to make accurate collision meshes for every vehicle we have would ultimately defeat the purpose of doing this all in unreal. The auto convex collision tool in unreal is unusable when it comes to vehicles so the only option is the custom UCX route but that is not easily automatable.
The screenshot shows off both the box collision not interacting correctly due to the cloth scale being adjusted, and the issue of auto convex collision on the car not being accurate to the car shape. There are no blueprints involved at this point, its purely a skeletal mesh actor for the cloth and the vehicle as a static mesh actor.
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