UE-80852 SkinCache stretches Cloth Simulation when object moves

Hello,
I was going to post my bug but I found this bug : UE-80852 which is probably the same bug (but is not really explicit)
So here is more info on this bug :

UE4 4.23.1

  • Create Empty Project
  • Create Geometry Sphere
  • Tesselation to 5
  • Create Static Mesh
  • Export to FBX
  • Import FBX as Skeletal Mesh
  • Open Skeletal Mesh
  • Select Section, Create and Apply Cloth, No physic asset
  • Cloth paint Left half of the sphere with 1000 value
  • New Blueprint from Pawn
  • AddComponent SkeletalMesh
  • AddComponent Camera
  • Move Camera to 0,2000,0 and rotation to 0,0,-90
  • Event Tick Add Actor Local Offset (20 000,0,0) * Dt
  • Create GameMode Set Default pawn to our pawn and set the game mode into the world
  • Play, you should see an “almost” Sphere
  • Bring console, set max fps to 20, observe the sphere doesn’t change
  • Edit project settings, enable “support Compute SkinCache”
  • Restart editor, play
  • The sphere is longer
  • Set max FPS to 20 with “t.MaxFPS 20” in console
  • The sphere is now a long capsule

The problem is that SkinCache is mandatory for Ray Tracing :frowning:

I suspect a problem with update order which causes a frame delay of cloth world position
I have attached the test project.

Here is the project:
[link text][1]