The PositionBaryCoordsAndDist, NormalBaryCoordsAndDist, and TangentBaryCoordsAndDist data that all contain the vertex distance information to the simulated triangle in the cloth shader doesn't scale with the character.
The data is static, created at authoring time, and doesn't contain the component's scale. Therefore the distance information would need to be scaled either in the shader, or during the copy to the shader buffers.

Steps to Reproduce
  1. Find Owen_Cloth (QAGames) or Owen ( EngineTest).
  2. Open asset in the Persona editor, open the Clothing window.
  3. Go through the Owen_Coat config and set the collision thickness to 0 (this is to avoid bug [Link Removed]).
  4. Close the Persona editor and add the asset to an empty level.
  5. Set the newly place actor's scale to 0.1.
  6. Run the level in simulate mode.

Actual Result: Cloth will bunch in on itself, vertices float in all different directions, etc.

Expected Result: Cloth simulation should be consistent regardless of scale.

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ComponentUE - Simulation - Physics - Character
Affects Versions5.
Target Fix5.2
Fix Commit23759578
Main Commit23759578
CreatedJan 10, 2023
ResolvedJan 19, 2023
UpdatedFeb 14, 2023
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