The official project with the thickness of the fabric file

In the recent study on Unreal 4’s Cloth System, in the 1.5 column on the map of the Cloth Display in the official content sample project, there was a Cloth Papers with Pockets and two Cloth Papers with Thickness

The official document describes these contents
Latch to Nearest

Lets you define Vertices that drive the movement of other Vertices and is used to create “thicker” or more complex geometry (e.g. heavier cloth or a pocket attached to cloth).
I click into Persona With the thickness of the cloth file is like this

When I clicked on the weighting document, I found that there was only one thin patch to drive the entire thickness or pocket model to solve

I would like to ask how to use UE4 in order to achieve the official effect of this project, with a patch of weight to drive the entire thickness or pocket of the fabric file, rather than directly in the entire thickness or pocket model Up brush cloth weight

I’ve also been messing around with the cloth simulation solver, I’ll give you what I’ve come up with so far. Firstly in your 3D application you will want to model your high res cloth mesh with thickness and then add a low res mesh consisting of only one side and NO thickness. Notice how the faces of the two meshes are overlapping.

I’ve assigned a material to each mesh for easier selection between the two meshes in the Unreal editor later on. After exporting to UE4 you will want to select your low poly res, create a cloth asset and make sure “Remove from Mesh” is checked.


Apply this newly created cloth asset to the high poly mesh and then you can start painting. The official example only has one material applied to the mesh so there should be a way to select the low poly mesh without assigning a material to it. I’m still experimenting with the NvCloth solver so any advice would be highly appreciated.

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