When scattering a cloth-enabled SkeletalMesh via the PCG Instanced Skinned Mesh Spawner, the Chaos Cloth simulation does not run. The mesh is rendered through the Animation Bank / GPU-skinned instancing path, and the cloth asset appears to be ignored entirely — instances render in their bind/rest pose with no cloth motion.
We understand this is likely an inherent limitation of the instanced skinned mesh rendering route (baked animation banks vs. a per-instance runtime cloth solver), rather than a misconfiguration. We’d like Epic to confirm whether this is expected behavior, and to recommend the supported path for our use case.
Our use case
We are scattering enemy banners (cloth flags) across many points of interest using PCG. We need a large number of instances (medium-density scatter) with believable cloth/wind motion, at a performance cost compatible with instanced rendering.
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