Copy/pasting cloth configs used to be possible in 4.23. It then got broken in 4.24 (crash) with the introduction of changes required for the new physics engine. In 4.25, the config evolved to a Map ...
Bind Cloth to Master Pose Component is not copying the sim buffer to the target skeletal meshes. ...
Skeletal mesh merge doesn't support clothing. Looks like we should just be able to duplicate the clothing assets, clear the binding data and use ClothingAssetUtils::GetMeshClothingAssetBindings to p ...
When clothing data is applied before painting the influence on the section the cloth doesn't simulate. I tested this using the Paragion: Twinblast actionhero skeletal mesh asset. Found in 4.24.1 C ...
The engine crashes when trying to reimport a skeletal mesh that has no clothing data. This seems related to https://jira.it.epicgames.net/browse/UE-86948. Found in 4.24.1 CL#10757647 Reproduced in ...
When you delete clothing data on a skeletal mesh before removing it you cannot apply new clothing data. The engine still thinks that there is clothing data is applied. I tested using the Paragon: Tw ...
Cloth mesh reverts back to original painted mesh after editing Tested: 4.23.1 CL#9631420 4.25 CL#10730208 ...
FClothingSectionData::IsValid() is not marked const. ...
The function UClothingAssetFactory::ImportToLodInternal that set the FClothPhysicalMeshData structure is not call again when we re-import so the vertex colors are not updated. ...