Hi Dustin,
thank you for the detailed explanation. The breakdown of the bone usage and LOD consistency issues is very helpful and clarifies what you are looking for on your side.
To answer your questions, here is our current workflow in more detail, including where we suspect things may already be going wrong:
Our current workflow
1. We export the garment from Blender as a Static Mesh, with
* no vertex groups assigned
* no armature attached
2. We import the mesh into UE5 and convert it into a Skeletal Mesh using our modified Manny skeleton (MH_Skeleton).
* This skeleton was created some time ago from the original UE5 Manny and is included in the repro project.
* It is entirely possible that this skeleton already contains flaws or inconsistencies that contribute to the behavior we are seeing.
3. We transfer skin weights from a fitting skeletal mesh onto the garment.
* We have tested both transferring from another fitted SK mesh and directly from the original Manny SK, with comparable results.
4. We generate LODs with Proxy Mesh enabled, using our Data Asset–based LOD settings.
* We also tested your suggestion of disabling the proxy mesh during LOD generation and re-enabling it afterward; unfortunately, the proxy mesh still exhibited issues in those cases.
5. We then create and apply cloth simulation:
* Generate cloth data on the Proxy Mesh (for all LODs)
* Apply the cloth simulation to the simulation mesh (for all LODs)
6. We disable the Proxy Mesh on LOD0 and finalize the asset for use in Mutable.
Regarding your LOD concerns
To your question about whether we see discontinuities during LOD generation:
yes, when inspecting problematic assets, we do sometimes see the kind of inconsistencies you highlighted (bones present but unskinned in one LOD and skinned in another, or reappearing in deeper LODs). This aligns with your examples and reinforces your suspicion that something in the LOD generation step is not fully stable.
However, what still concerns us is that even when:
* all LODs are deleted,
* regenerated cleanly in one pass,
* and cloth is fully reset and rebuilt,
…the *first* pass often still produces broken cloth or isolated missing vertices, while repeating the **exact same process a second time** on the same asset “fixes” it. That repeatability is what makes this hard to attribute purely to a manual LOD authoring mistake.
Proxy mesh grid sensitivity
We understand the general recommendation for straight, rectangular grids on cloth meshes and are following that as closely as possible. Even with very clean grids, though, we still occasionally observe:
* single vertices disappearing, or
* subtle corruption that only resolves after a second rebuild.
That behavior is what led us to suspect an edge case in how data is being interpreted or rewritten somewhere along the Mutable + cloth + LOD path, even if it is ultimately triggered by LOD generation rather than Mutable itself.
If it helps, we would be very happy to:
* provide representative assets where the first rebuild fails and the second succeeds, and
* include proxy mesh variants that demonstrate the grid sensitivity.
Thanks again for digging into this!
Best regards,
Matthias
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