Intended workflow for resizing a Chaos Outfit Asset while preserving cloth simulation

What is the intended UE 5.8 workflow for resizing a Chaos Outfit Asset to a specific MetaHuman body shape while preserving its Chaos Cloth simulation?

The Outfit Asset resizes correctly when applied in MetaHuman Creator. However, assigning the original Outfit Asset directly to a Chaos Cloth Component does not apply the full parametric resize.

Creating a Wardrobe Item, applying it to the MetaHuman, and assembling or exporting the character produces a resized skeletal mesh, but the resulting clothing no longer retains its Chaos Cloth simulation.

We also attempted to bake the resize into the underlying Cloth Asset using the ApplyResizing Dataflow node. While the garment geometry resized correctly, its simulation-to-render deformation became corrupted around the simulated region (in this case the belt), even when experimenting with ApplyProxyDeformer and proxy-deformer regeneration.

What is the supported workflow for producing either:

  1. A resized Outfit Asset that can be assigned to a Chaos Cloth Component with its original simulation intact, or
  2. A body-specific Cloth Asset generated from a parametric Outfit Asset that preserves the simulation mesh, render mesh, weight maps, constraints, and proxy-deformer data?

Is this expected to be handled through the MetaHuman Outfit Pipeline or Collection assembly system at runtime, or is there a supported Dataflow graph for baking a target-body resize while retaining functional cloth simulation?

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Hi Matthias, sorry for the delay in getting back to you. I had to follow up with a few different teams on this one to find the desired workflow.

You can’t use the MH creator workflow for a resized outfit asset in the way that you want here because the dataflow graph that’s used there strips out the sim mesh. So instead, you need to create two outfit assets, one that uses the resizable asset template for the original character, and the other that uses the resizing graph to generate a simable re-proportioned outfit asset for your larger/smaller character. Each character of a different proportion will need it’s own outfit asset.

The workflow should be something like this:

  • Create your base outfit asset from the Resizable Outfit template
  • Setup that asset, specifying your cloth asset, etc, for your base character
  • Create a second outfit asset that uses the Resizing Graph template
  • In the asset details panel for that outfit asset, specify:
    • Resizable Outfit = your base outfit
    • Target Body = your reproportioned skeletal mesh
    • Strip Sim Mesh = false
  • With that, you should be able to generate the new outfit and then apply that to your MH character blueprint via the chaos cloth component.

Let me know if that works for you, or if you have any questions.

Thanks,

Euan

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I also wanted to mention that we have some docs that take you through this process more generally, in case these are of interest.

https://dev.epicgames.com/documentation/unreal\-engine/building\-an\-outfit\-asset\-in\-unreal\-engine

https://dev.epicgames.com/documentation/unreal\-engine/creating\-parametric\-clothing\-for\-fab

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