I’m currently using 4.17 version of the engine, and my cloth goes through the mesh, no matter how you put collisions in the physic asset. I’ve tried recreate it several times. It has 4 capsules for legs and 1 for the chest, there are no boxes. I’ve tried play with parameters, mostly with Collision Thickness, but the cloth doesn’t react at all to the body moving. I’ve exported the mesh from blender. Any help is appreciated, thanks.
I would like to have this answered as well. I am attempting to use the built in clothing tool, and it completely ignores the physics asset that I created in engine. (I know the tool is still experimental.)
I’m having the same issue. In my case, I’m trying to use the cloth too on a mesh that is SEPARATE from my character. I don’t actually even know if this is supported yet but I’m hoping that it is because I have customization in my game.
I know this tool is experimental but this seems like a pretty common use case.
if the cloth has the same weights of the character it should work, anyway i didn’t find a solution yet about this, collisions still don’t work
now there’s an answer in another thread https://answers.unrealengine.com/questions/667930/clothing-tool-collision-not-working.html that apparently can solve the issue. The main problem is probably the scale of the armature in the upper left corner that in my image is “approx size:650x425x1548” and it must be something like 200x200x200 to work, you can read the full answer in the link above, hope this helps.
I did export with 1x1x1x scale but the engine still shows uneven aproximate size, because its calculating it based on bounds not based on what it imported.
I tried exporting/importing various ways its impossible to get like 200x200x200x when the character is 2 meters tall 1 meter wide and 0.5m width, the engine will just calculate based on that.
we need the real solution to this problem
Has anyone had any luck figuring this out? I’m in the same situation. Not having issues with re-scaling after applying cloth, it just won’t collide.
when you export the mesh it must be in centimeters (0.01), or that approx size is going to be too big
Yeah i did, just like Gamberana said, you need to make sure your scene settings are set to 0.01, export with default options, import in unreal with default options.
At first my mesh was too small 1x1x3 i could barely see it in inspector, then i went to blender and left scene setting to 0.01 and scaled my mesh and armature by 100 and applied everything then rexport/reimport (deleting old ones in UE4 first) then i setup my physics asset > create my cloth > paint weights> apply cloth and it works now.
It really depends on what export/import settings you use.
By the way my mesh has scale 1x1x1 in blender with dimensions 1.17m,40.7cm, 2.06m, but in unreal engine it shows 81x234x319 so i have no clue on what is happening there but the collision works.
OMG FIX… THANKS YOUUUUUU
U just Apply scaling 1.1.1 your bone in Blender…
I have the same issue with the physics asset being completely ignored. I’m using UE 4.25.3. I modelled and skinned my model in 3Ds Max 2016 so can’t use any Blender specific solutions or workarounds. Does anyone have an idea how to fix this issue when working with max?
And does anyone know if Unreal is still developing this feature or if they gave up on it? The issues with it seem to remain unfixed for a while now.
For anyone struggling with models from 3DS Max: I managed to fix it by setting the system units to cm and using the Rescale World units Utility to set everything back to the correct size, then re-importing in unreal.
Beware that Max has both ‘Display Units’ and ‘System Units’. Just because the program shows you sizes in cm doesn’t mean they are actually in cm! (this took me way too long to figure out, you have to set both unit scales to cm or it won’t work properly).