Extreme stretching when cloth applied

Hi everyone, i have a real annoying problem, when i paint cloth information on my mesh and then i apply the info at the mesh, the mesh stretches deep far the point of interest, seeminlgy attracted by other polygons ( i see that the tail is attracted by the hand and the shoulder and so on. )

I first put some images here and then i explain to you what i did to debug this:

The bug

The Paint:

The Physic asset:

The wireframe:

As you can see all looks normal and should work well or at least not so extremely bad.

What i debugged:

Skin weights: unbinded skin then reskinned without touching paint weights to be sure that no polygons were orphan in terms of skinning.

IK Removal: Removed Iks from bones then exported.

Uncheck constraints: i flagged out the constraints.

Cleaned mesh: I duplicated the mesh, edited with a cleanup and then rebinded copying skin wheights from the original.

Physic Assets: Removed all the volumes.

All this resulted in the same error.

What in heaven or hell i am doing wrong? :smiley:

I have an extremely similar issue that happened to me. I made the clothe simulation worked by reducing the number of triangles in the clothes meshes (click into the Skeletal Mesh → Asset Details tab → LOD → Percent of Triangles). For me, I tuned down the value from default 1.0 to 0.3 (so 270k vertices, 120k triangles.) And the cloth mesh vertices stopped breaking apart.

I lost some details so it is not ideal, but at least it worked.