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. ...
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When FLODUtilities::RegenerateLOD retrieves the ClothBindings, it does not account for disabled cloth sections getting stripped and can connect the Cloth Data to the wrong sections. See FillCloth ...
There are 3 issuesEach particles don't restore its previous position. Which is for calculating velocity by verlet iteration.The previous transform is cleared by current transform. It provides zero v ...
When simulation a cloth at high wind speeds using wind simulation it appear to break. Pieces of the mesh will no longer render. ...
As part of RecreateClothingActors(), the master pose component is not checked for a valid mesh and therefore when TransformComponent->GetComponentSpaceTransforms() is indexed into, crashes can occur ...