I’ve been messing with the new in-engine cloth simulation in 4.17.3. It’s buggy but very promising.
I’ve got a question about how might I get cloth simulations to work with a character mesh composed of multiple interchangeable skeletal meshes (like armor and equipment) which can be changed at runtime;
For example:
I got a running animation for a character. All meshes that character can use would share the same skeleton. Since the cloth simulation uses a physics asset, would I have to make different physics assets for each mesh? There are likely different ways to set up a collision system like .
Any help would be greatly appreciated!