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:
- A resized Outfit Asset that can be assigned to a Chaos Cloth Component with its original simulation intact, or
- 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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