Cloth Simulation is not working after Skeletal Mesh Merge

I have the issue that cloth simulation stops working when the skeletal mesh is merged through skeletal mesh merge FSkeletalMeshMerge::DoMerge. The cloth simulation works from a standalone SkeletalMeshComponent but stops working if the mesh is merged with others.

Did anyone find a solution to this issue yet? There are various reports of this issue, but it seems like there has not been an update to this for a long time.

Did you find a solution to this? I’m having the same problem.

Bumping this for visibility as I’m also running into the same issue, I’ve tried setting the Physics Asset in the Character Blueprint, adding a Rigid Body node in the Animation Blueprint as with other meshes and still can’t get the cloth sim to work on the merged mesh. Currently running into a dead end with how to debug this any further.

Also the documentation on modular characters just says “Yes” in Physics section under Skeletal Mesh Merge as opposed to specifically mentioning AnimDynamics or RigidBody, I’m wondering if mesh merging is even intended to include them based on this?

Adding here for future reference, apparently merging meshes does in fact disable cloth sim. The solution I was given and that has worked so far is to only merge the meshes that do not require cloth sim, and underneath that component, add separate skeletal mesh components for those that do need cloth sim using the Copy Pose from Mesh method. So you inevitably end up with additional Anim BPs and SkelMesh components for each mesh using cloth sim.

You people really need to stop and think before you do stuff.

obviously merging a cloth mesh disables cloth.
Why would it not?
You are taking an indexed mesh, attaching it into another mesh, and changing all of the indicis.

What do you think the cloth settings from the originally indexed mesh are going to achieve on the new mesh where the indicies are different?

If your question were to be why does the engine not read the data and re-create what it needs after merging - you could potentially have a point.
But we are talking about epic here.
You are lucky the engine works at the 2fps it works with, don’t go asking for nice things…

Additionally though, skeletal mesh merge works at runtime - and generating/saving the cloth data can take up to an hour depending on the vertex count.
So you are obviously barking up a very wrong tree.

What you want is something that is not done at runtime. Saved, stored, and ready to be re-used.
If that means just leaving individual meshes attached, then thats what you have to do.

I know of no engine where a runtime merge manages to create one skeletal mesh, recompute Physx based cloth, and utilize it on the model on the fly.

But - some engines offer you the possibility to direct what mesh indicis to leave alone:
You can therefore say this is the first mesh, do not change indicis, the rest are those meshes here, once done, apply the cloth back onto it - which still takes processing time - and it does usually work.

If you code up your own version of a skeletalmeshmerge with cpp you can potentially try to get this done even in unreal - but i doubt it would work in pacrice because the associaction of cloth is engine editor driven only, at least for the physx cloth…

I don t think there is a need to generate any cloth data, i have modified the mesh merge to merge the physics assets and transfer the cloth data from the old skeletal mesh to the new one, checked the mesh at runtime and it seems that everything is set up as it should be and even the vertex cloth data stays intact. That being said, even after doing all of that cloth simulation still doesn’t work for some reason

It is because of the cloth data and the change of the indexing, like I said.