Tutorial: Panel Cloth Editor Updates (5.5)

The Beta Chaos Cloth Panel Editor in 5.5 features some new updates, quality of life improvements and lots of bug fixes. This document will provide an overview of some of those 5.5 changes as we refactor the Panel Cloth Editor to work more cohesively with Dataflow (including Flesh, Hair and Destruction) in the future.

https://dev.epicgames.com/community/learning/tutorials/xjpO/unreal-engine-panel-cloth-editor-updates-5-5

Tell me, is Kinematic Collider described for Chaos cloth 5.4 applicable in this version 5.5?. If so, how can it be included correctly in the new scheme of the Chaos cloth 5.5 panel??

Yes, Kinematic Collider for 5.4 still works for 5.5 (and 5.6). The current static mesh workflow is switching to using an automatic Kine collider using the Physics Editor (PHaT) in 5.6. It’s will be easier to create and consolidate the collision setup.

I’m using the 5.4 static mesh import here in a 5.6 file.

Is there a way to import vertex colors into weight maps in the new version of Chaos Cloth?

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It’s (vertex colors) not supported like the legacy cloth editor yet. I should be in 5.6. As you can notice from the thread above and node updates (deprecation), there’s been a lot of refactoring which included this feature.

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Hi, is my setup right or not? I am trying to paint an additional weight map to control stretch/ bending stiffness but its seems not affecting the cloth.

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is there a way to get a test scene?
Still can’t figure out for what purpose we’re adding Proxy Deformer if we skinned both render / sim mesh on import stage at the beginning and then painted the weightmap.


For cloth panel editor, I have found some unusual render area when I was try to paint MaxDistance for my cloth. I have checked the simulation pipeline, it looks great. STILL not sure what’s causing this problem

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