Skeletal Mesh+Shadow Glitch in UE4

It’s not about what me or any other player might or might not be able to see, but about immersion. It has to look as realistic as humanely possible under any circumstances, even if the body mesh is hidden behind multiple layers of clothing. :slight_smile:
We have to push the limits of what’s possible today and not being satisfied with the current state! And I’m on a good path in accomplishing this.

The question is only how to achieve a smooth and perfect skeletal mesh, which deforms well. One possibility is to change the topology in makehuman (very difficult and time consuming; will be the next step), another way is to change how UE is handling the skeletal mesh import. (minweight)

Before I change the minweight (again) to a different value I would like to know what causes my issues with the mesh regarding the current already changed state (minweight 0.001f instead of 0.01f), because building the source and all the shaders takes a very long time probably only to find out that it didn’t work out as expected.

I’ve looked into the source (everything with import or fbx import of skeletal meshes .cpp), but everything looks unsuspicious, clean and seems to be organized well and I didn’t see any obvious errors in the variables of the cpp files concerned, but I don’t know because I didn’t code it and thus have no deeper understanding of the underlying concept and the interdependencies the files are based on. Maybe I have to change another variables for it to work, but which one?

Here an example screen of the new random distortion problem (mesh has even some holes). But the old weight issue went away.
Maybe some of the UE developers could give me a hint on where to look in the code?