Hi Epic team and community,
I’m encountering a serious issue with Chaos Cloth simulation in Unreal Engine 5.5.4. The setup involves a shirt imported as a Static Mesh, with weights transferred from a character’s skeletal mesh using the TransferSkinWeights
node.
Workflow:
- Shirt imported as Static Mesh.
- Weights transferred via
TransferSkinWeights
. - Additional MaxDistance painting using the
WeightMap
node. - Cloth config and solver set up as usual (
SimulationConfig
,Solver
).
Issue:
As shown in the attached image, the simulation starts with extreme deformations at the lower part of the garment. It looks like the dynamic particles are not properly constrained or the weight transfer may be failing at certain areas.
What I’ve tried so far:
- Verified MaxDistance values and manually painted areas.
- Increased substeps and solver iterations.
- Checked geometry integrity (normals, backfaces, overlaps, etc.).
Question:
Could this issue be related to an incorrect weight transfer at the garment’s edges? Or is there an additional setting I might be missing to ensure proper Chaos Cloth simulation when using Static Mesh + TransferSkinWeights?
Any help or insights would be greatly appreciated.
Thanks in advance!