Just loaded 4.23 to check if it was an adressed issue or not as it’s also happening in 4.22, but using Compute Skincache seems to create issues with simulated clothes.
You can pick any Paragon character with clothing - Twinblast in my example, and notice glitchy clothing behavior.
Is this a known limitation or am i missing something? Any tips to adress this?
Are you talking about the clipping?
I ended up removing the hidden part of the mesh and rigging the cloth so it doesn’t lift to where the mesh was removed…
I didn’t find a solution for this, not sure i would call it clipping, it seems the whole cloth position end up offsetted overtime.
If you found a solution for this i’ll be grateful if you could share it ^^. What do you mean by hidden part of the mesh? Twinblast back, or the cloth inner mesh given there’s any?
Exactly the same issue here (4.23). Everything works fine without compute skincache, and when it’s on, the cloth just decides to lag behind the model. It’s literally always one frame behind. I don’t know if this is a bug or there is something else you have to change in the settings.
Anyway, it’s really frustrating because for example you can’t use ray tracing with cloth on a character, or a nice recompute tangents feature.
Bump on this thread. The cloth tool is totally broken in 4.24. Cloth is definitely delayed behind the animation and you can’t repaint it or delete your cloth sections. Repainting doesn’t do anything and deleting crashes the editor.