When applying clothing data to mesh, vertices go berzerk.

I have a single-sided mesh from Blender to serve as a tarp/canopy for a tent. I wish to sim it as a cloth in UE5. I have already triangulated the mesh how I’d like within Blender. When I apply clothing data to the mesh in UE5, the vertex connections go berzerk.


^^This is the topology before applying clothing data


^^This is me selecting to apply clothing data.


^^And this is the result.

The asset is in FBX format.
I’ve tried futzing with various “reduction settings” to no avail. I’d prefer to keep the resolution and topology of the clean mesh after applying clothing data.
Does anyone recognize what might be happening who could guide me?
Thanks.