In batman game, we can see the main character has a cape that is moving with physics when the character is on foot. When he’s flying, the cape constrains to a particular shape which i assume is dictated by skeletal bones.
My question is how would i do something similar in UE5? Is there a way to disable bone influence for a piece of cloth so that only physics apply to it and when flying reapply bone influence and disable physics?
for a well optimized game at that year, I’d say the “physics based movement” is actually per-animated/solved in DCC tools. It might be possible using skeletons and physics assets and morph targets to switch around, but not with ChaosCloth system.
I don’t know how much you progressed since you posted this question here. But i am leaving the answer for anyone who might face this issue in the future. So, There is an option to enable and disable cloth physics in UE5. So, in the event graph of your character, drag the skelton body of the asset ( in this case, the cape) and set up a Boolian, which will enable the cloth physics when on the ground (character movement_is falling? = False) and disable it when he is flying/falling (is falling?=true)