Cloth scale using sequencer completely jacks the cloth physics as the mesh seems to keep the original dynamic scale for the physics driven part. I tried animating the cloth by itself, attached to another object, scaling it in the blueprint and then calling the float for the scale in sequencer and it even though it adjusts when I hit play when I render it scrunches up and dies!
Any suggestions might be helpful, I guess I can try baking everything down and then scaling after, but I would really like to not lose the dynamic flexibility.
Well it doesn’t seem like this is possible, even a baked animation can’t scale I did get the baked animation to use a control rig to rotate and translate with the parent animation constraint, which is nice, but there is no way to scale the simulation after it bakes that I have found….. not ideal. Unreal is saying that they know its buggy and might roll out some fixes for it
Cloth cache bake info
If you then want to translate and rotate your ‘baked’ animation and keep it animating the exact same way pick an animation parent constraint
This isn’t a solution, currently there is no way to scale cloth when you are rendering and have it not look terrible. IF YOU FIND A WAY PLEASE LET ME KNOW lol!