Cloth Sim Stretches to specific Z location

301369-clothsim-zoffset-bug.gif

301370-clothsim-zoffset-bug2.gif

When creating a clothing asset, the sim works fine in every uasset viewport; and even in the main 3D viewport until I try to Play In Editor.

Once I PIE, the cloth stretches to an extreme Z location, and stays there. If I fly my character to that altitude and above, the cloth looks as expected; but even a few cm below and the cloth stays pinned at that altitude and begins to stretch again.

I tried moving my entire map and all assets within the range that the cloth sim seems to work; but that just shifts the working range by the same amount as the map. So the problem seems to have no work around. This is also a problem in UE 4.25.

The top GIF was in a large map with world origin rebasing enabled; so I decided to try it out in another smaller map with another character without world origin rebasing (bottom GIF). The issue occurs in both maps. However; in the default third person map (which is tiny) the issue doesn’t occur at all.

Is this some sort of floating point precision issue? The Z location of the landscape for both of these maps is at default height (approximately -14000cm Z).

I’ve submitted this as an official bug report as well, and I’ll be linking this thread to it as soon as Epic Staff can confirm/reproduce the issue.

I discovered the cause of this issue for me in both engines was having a procedural foliage spawner volume in my level.

The height at which the clothing was being “pinned” was the closest side of the foliage volume. Moving the spawner volume out of the playable area fixes this issue immediately.