I’ve messed with every setting relating to bounds I could find with no luck. The only way I found to get around this is to use dynamic lights for everything. Another thought I had was maybe try to set up a few extra bones for the scarf and fake cloth simulation with physics on that, but my preference would be to get this working as is if possible.
I’m using 4.17.1, the mesh was made in Blender, and cloth was set up as it says in the docs.
Hi. Do you have a Physics Asset associated with your Skeletal Mesh? Bounds are calculated based on that during play time.
Exporting from Blender always give me oversized bounds. But after creating a Physics Asset and adding it to the Skeletal Mesh, the bounds are fine during gameplay. I never generate it automatically, I create one manually.