Description

All render vertices on any cloth triangle that contains one or two fixed vertex are set as fixed, whereas this should only be the case if all three vertices were fixed.

Steps to Reproduce
  • Import a simple cloth fbx as a skeletal mesh.
  • Go to Section Selection mode, and select/right click the mesh and do Create Clothing From Section.
  • Right click the mesh and do Apply Clothing Data.
  • Select the newly created Clothing Data in the clothing window, then select the MaxDistance mask.
  • Click on Activate Cloth Paint, and leave a one line of fixed vertex using 0 as paint value, paint the rest to 100 (using the Paint Value property at the bottom of the clothing window).
  • Exit the paint mode by clicking Deactivate Cloth Paint to start the simulation.
  • Use the Character/Clothing/Wind Strength onscreen menu to add some wind (note this can go above 2 if needed by entering a keyboard value).

Result: All triangles attached to the one line of fixed vertex are not moving, whereas using the Character/Clothing/Show PhysMesh Wired debug draw menu option, they show simulated.

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Fixed
ComponentUE - Simulation - Physics - Character
Affects Versions4.25
Target Fix4.26
Fix Commit13054223
Main Commit13054223
CreatedJul 29, 2020
ResolvedJul 31, 2020
UpdatedDec 1, 2020