Hello. I’m trying to add a cape to the character, have it painted etc. It all works fine up to the point when I enable Physics Asset for the cloth config. As soon as I do, the cloth stretches to the sky like this:
Physics Asset used for that cloth doesn’t look bad, also it is using tapered capsules:
However, if I enable cloth collisions view here:
And this is what I’m seeing:
Which is basically my Physics Asset’s bodies, but greatly oversized.
My guess is that the cause lies in character’s source FBX, which is exported from Blender. Upon export, I set target mesh scale to 0.01 to make it show up properly in UE. Before you ask, I also:
- tried exporting with scale set to 1, and importing into UE with settings scale to 0.01 - same result;
- tried fixing model’s scale entirely - sadly I’m probably not that good in 3D software, as both Blender and Maya keep screwing up the mesh as I try to follow tutorials;
Even though the problem might be in FBX, I feel like it’s more of an engine bug, as everything else worked pretty much fine up to this point (skeleton & animations, that is).
Do you think I can fix this issue somehow? Not sure how to approach it…