Clothing simulation dragging all cloths to a certain area

I have clothing that is of skeletal meshes, that I set on my main character. They both share the same skeleton. For the clothing skeletal mesh, I have removed the physics colliders (I assume I don’t need them on the clothing, perhaps this was a mistake?) and only the character mesh has the physics colliders. They are very well placed and correct sizes.

When I simulate my cloth in its isolated view, it works fine, I can play the animation on the cloth skeleton and it works great. When I place it on any character, the cloth just stretched and shoots in a certain direction as if it’s being attacked by a massive gust of wind.

I have not tweaked any cloth settings, this is all default. There are no colliders on this entire character mesh (other clothing) other than the character itself. How would I go about solving this or resolving this issue?

I have a picture of the clothing simulated on a character, and the clothing itself is also simulated (which is fine even with animations).


curious if you are using set master pose component. I’m getting an offset to the cloth when I do this BUT its fine if I don’t use set master pose component. Have you figured out anything further about your situation?

yes, exact same thing. If it’s set to my master pose so it generally follows the animations but then has some cloth physis for added flair, it does the crazy strech.

Otherwise its sims fine when it’s just mounted. This wouldn’t be so bad especially for something like a cape,

but what about a whole peice of armor with some extra long silk hanging off, clothing that little section would be such a nice flair (i tired) but I get the same odd result.

Double check your skeleton hierarchy. I found an extra joint above my root and a parent object. Once I matched the skeleton hierarchy, at least at the root and main child joints then no strange offset.