In my particular case two features are very important to have or at least to mention them here. These are the features or lack there of, that are breaking my camel’s back at the moment.
1 - Cloth collisions with other shapes than just capsules. (I would be happy to have a disc shape for collision).
2 - Cloth thickness (also known as latch to nearest feature in Previous Nvidia cloth plugin).
The clothing tool:
1 - Was hoping the current implementation of the new clothing tool will have us at least be able to use other methods of collisions than capsules or spheres, anything flatter and round in corners like a disc will do, think of a cylindrical collision with a flat top. This type of collision will have far better advantage than implementing a box collision. Usually one or two such collisions will be enough for a character setup.
Example. While capsules generally do fulfill most of the needs for a character body setup, they will fall short on character equipment collisions. Imagine having a shield over a cape, you can imagine what kind of a bizarre setup you will need in order to have the shield collide with the cape properly. Since no flat surfaces exists on a capsule or sphere, you will need to probably have many little capsules put together in order to create some sort of a flat surface collision which at that stage is bound to be buggy and further unpredictable.
2 - Latch to nearest still missing: This means that any clothing (which are 80% of clothing out there) that have visible thickness will not be done properly. Take a simple trench coat for instance. Because UE will force the simulation of both sides of the cloth creating inter cloth penetrations and deflating the thickness which also result in harsh edge artifacts.
Nvidia solved this by having the option of ‘Latch to nearest’ with it’s plugin which was the ‘old method’.
So why not use Nvidia cloth plugin then for the thickness?
In short we can go back doing just that, but since some of us are using Max, we run into yet another problem which in this case completely breaks a software’s installation and workflow.
In other words once you install Nvidia plugin, 3ds max MassFX gets replaced by the plugin entirely, breaking any other plugin or custom script we are using that uses MassFX dynamics to also break entirely, this will prompt us to reinstall max to fix the problem.
The workaround solution is to have a different version of max installed and export cloth information from there which is a huge hassle with complex rigs and characters, this may not be Epic’s problem but more Nvidia’s, but I wanted to mention it just to let that be known.
But the collision issue still remains unsolved for both methods.
Edit: Adding a sample below of what happens to thick cloth without latch to nearest: