UE5.4: Error with "USDImport" node in Cloth Asset (Invalid input LOD 0)

Many thanks for the tutorial.
Did it exactly and it works. The problem was in the 100% distance in the seam places.
But it looks like not an ideal, dicpite I incresed the sim quality.
Many overlapping places, and if I correct, the Epic promised a new simulation system that will work in the mesh square without adding a physics asset.
But here you can see the ovelaps




You really need to check your collision shapes, check the width as well, if its default is 1, change to 2 and see how it looks. It could be that you’d need to manually scale the shapes to be beyond the mesh object

1 Like

I was able to import cloth from Marvelous Designer using the USDImport node without the Input Input LOD 0 warning by following this walkthrough:
Panel Cloth - Editor Walkthrough & Updates (5.4) | Epic Developer Community (epicgames.com)
The main thing is setting the ‘Include Garment Simulation Data’ in Marvelous Designer ( USD Export: Garment Simulation Data Option (2024.0.173) – Marvelous Designer Help Center) when exporting the USD, if I do not enable this option I also have the Invalid Lod warning but exporting the simulation data fix the warning.

2 Likes

You sir, are godsend! I don’t know HOW I missed this tutorial. SAVED ME. USDImport works for me too now. THANK YOU TendiOne and UE Staff, Tim Brakensiek!!

2 Likes

Darn it, I do not have the Garment Simulation Data option :frowning:

Got the latest version… DUH?!? All good :slight_smile:

Thanks, works for me as well

Anybody crashing when processing skin weights? :frowning:

LoginId:fc1413a14d5d465fa532fdb8e7d35a2a
EpicAccountId:867a9256dd244e288212b8438dd51ac8

Unhandled Exception: 0xe06d7363

KERNELBASE
VCRUNTIME140
msvcp140
UnrealEditor_DynamicMesh!std::vector<Eigen::Triplet<double,int>,std::allocator<Eigen::Triplet<double,int> > >::_Xlength() [d:\build\AutoSDK\Sync\HostWin64\Win64\VS2022\14.38.33130\INCLUDE\vector:2146]
UnrealEditor_DynamicMesh!UE::Geometry::SliceSparseMatrix() [D:\build++UE5\Sync\Engine\Plugins\Runtime\GeometryProcessing\Source\DynamicMesh\Private\Solvers\Internal\SparseMatrix.cpp:77]
UnrealEditor_DynamicMesh!UE::Geometry::FQuadraticProgramming::PreFactorize() [D:\build++UE5\Sync\Engine\Plugins\Runtime\GeometryProcessing\Source\DynamicMesh\Private\Solvers\Internal\QuadraticProgramming.cpp:120]
UnrealEditor_DynamicMesh!UE::Geometry::FQuadraticProgramming::SolveWithFixedConstraints() [D:\build++UE5\Sync\Engine\Plugins\Runtime\GeometryProcessing\Source\DynamicMesh\Private\Solvers\Internal\QuadraticProgramming.cpp:331]
UnrealEditor_DynamicMesh!UE::Geometry::FTransferBoneWeights::TransferWeightsToMesh() [D:\build++UE5\Sync\Engine\Plugins\Runtime\GeometryProcessing\Source\DynamicMesh\Private\Operations\TransferBoneWeights.cpp:489]
UnrealEditor_ChaosClothAssetDataflowNodes!UE::Chaos::ClothAsset::Private::TransferInpaintWeightsToSim() [D:\build++UE5\Sync\Engine\Plugins\ChaosClothAssetEditor\Source\ChaosClothAssetDataflowNodes\Private\ChaosClothAsset\TransferSkinWeightsNode.cpp:511]
UnrealEditor_ChaosClothAssetDataflowNodes!FChaosClothAssetTransferSkinWeightsNode::Evaluate() [D:\build++UE5\Sync\Engine\Plugins\ChaosClothAssetEditor\Source\ChaosClothAssetDataflowNodes\Private\ChaosClothAsset\TransferSkinWeightsNode.cpp:816]
UnrealEditor_DataflowCore!FDataflowOutput::EvaluateImpl() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Dataflow\Core\Private\Dataflow\DataflowInputOutput.cpp:150]
UnrealEditor_ChaosClothAssetEditor!FDataflowOutput::GetValue() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Dataflow\Core\Public\Dataflow\DataflowInputOutput.h:139]
UnrealEditor_ChaosClothAssetEditor!UE::Chaos::ClothAsset::FChaosClothAssetEditorToolkit::GetClothCollectionIfPossible() [D:\build++UE5\Sync\Engine\Plugins\ChaosClothAssetEditor\Source\ChaosClothAssetEditor\Private\ChaosClothAsset\ClothEditorToolkit.cpp:1095]
UnrealEditor_ChaosClothAssetEditor!SharedPointerInternals::TReferenceControllerBase<1>::ReleaseSharedReference'::5’::<lambda_1>::operator()() [D:\build++UE5\Sync\Engine\Plugins\ChaosClothAssetEditor\Source\ChaosClothAssetEditor\Private\ChaosClothAsset\ClothEditorToolkit.cpp:1213]
UnrealEditor_ChaosClothAssetEditor!TBaseFunctorDelegateInstance<FSlateBrush const * __ptr64 __cdecl(void),FDefaultDelegateUserPolicy,TFunction<FSlateBrush const * __ptr64 __cdecl(void)> >::ExecuteIfSafe() [D:\build++UE5\Sync\Engine\Source\Runtime\Core\Public\Delegates\DelegateInstancesImpl.h:870]
UnrealEditor_DataflowCore!FDataflowNode::Invalidate() [D:\build++UE5\Sync\Engine\Source\Runtime\Experimental\Dataflow\Core\Private\Dataflow\DataflowNode.cpp:301]
UnrealEditor_ChaosClothAssetEditorTools!UClothTransferSkinWeightsTool::Shutdown() [D:\build++UE5\Sync\Engine\Plugins\ChaosClothAssetEditor\Source\ChaosClothAssetEditorTools\Private\ChaosClothAsset\ClothTransferSkinWeightsTool.cpp:193]
UnrealEditor_InteractiveToolsFramework!UInteractiveToolManager::DeactivateToolInternal() [D:\build++UE5\Sync\Engine\Source\Runtime\InteractiveToolsFramework\Private\InteractiveToolManager.cpp:277]
UnrealEditor_InteractiveToolsFramework!UInteractiveToolManager::DeactivateTool() [D:\build++UE5\Sync\Engine\Source\Runtime\InteractiveToolsFramework\Private\InteractiveToolManager.cpp:259]
UnrealEditor_InteractiveToolsFramework!UInteractiveToolsContext::DeactivateActiveTool() [D:\build++UE5\Sync\Engine\Source\Runtime\InteractiveToolsFramework\Private\InteractiveToolsContext.cpp:160]
UnrealEditor_EditorInteractiveToolsFramework!UEditorInteractiveToolsContext::DeactivateActiveTool() [D:\build++UE5\Sync\Engine\Source\Editor\Experimental\EditorInteractiveToolsFramework\Private\EdModeInteractiveToolsContext.cpp:763]
UnrealEditor_EditorInteractiveToolsFramework!UEditorInteractiveToolsContext::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\Experimental\EditorInteractiveToolsFramework\Private\EdModeInteractiveToolsContext.cpp:441]
UnrealEditor_EditorInteractiveToolsFramework!UModeManagerInteractiveToolsContext::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\Experimental\EditorInteractiveToolsFramework\Private\EdModeInteractiveToolsContext.cpp:848]
UnrealEditor_UnrealEd!FEditorModeTools::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorModeManager.cpp:1313]
UnrealEditor_UnrealEd!FEditorViewportClient::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorViewportClient.cpp:1511]
UnrealEditor_ChaosClothAssetEditor!UE::Chaos::ClothAsset::FChaosClothEditorRestSpaceViewportClient::Tick() [D:\build++UE5\Sync\Engine\Plugins\ChaosClothAssetEditor\Source\ChaosClothAssetEditor\Private\ChaosClothAsset\ClothEditorRestSpaceViewportClient.cpp:138]
UnrealEditor_UnrealEd!UEditorEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\EditorEngine.cpp:2111]
UnrealEditor_UnrealEd!UUnrealEdEngine::Tick() [D:\build++UE5\Sync\Engine\Source\Editor\UnrealEd\Private\UnrealEdEngine.cpp:550]
UnrealEditor!FEngineLoop::Tick() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\LaunchEngineLoop.cpp:5921]
UnrealEditor!GuardedMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Launch.cpp:180]
UnrealEditor!GuardedMainWrapper() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:118]
UnrealEditor!LaunchWindowsStartup() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:258]
UnrealEditor!WinMain() [D:\build++UE5\Sync\Engine\Source\Runtime\Launch\Private\Windows\LaunchWindows.cpp:298]
UnrealEditor!__scrt_common_main_seh() [D:\a_work\1\s\src\vctools\crt\vcstartup\src\startup\exe_common.inl:288]
kernel32
ntdll

Created an image in MarvelousDesigner, uploaded it to ClothAsset in Unreal Engine. I did everything as in the documentation. When animating a character, clothes react beautifully to body movements, But bugs constantly occur in the neck area. It feels like the head and neck do not affect the clothes, unlike the body. How can this issue be solved so that the neck does not break the clothes during animation?