Simulated Cloth incorrectly reads Physics Asset's collision data (UE 5.0.2)

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…

I managed to solve the problem. Indeed it was the faulty FBX - any scale data in it tends to screw up collision bodies for cloth simulation. Had to fix the scale of FBX in Blender (actually I also recreated rig and anims from scratch, as fixing scale on skinned model kept producing different artifacts in import).

This is still not a pleasant bug though. Fixing character scale on a later production stage would be much more troublesome.