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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 ...
A Skel Vert/Surf particle system attached to a cloth actor spawns particles around the origin instead of around the actor. ...
Clothing can have noticeable popping when switching LODs, and there is currently no mechanism to initially start cloth in a resting pose, causing popping on spawn. ...
For skeletal meshes with multiple cloth assets in use, modifying any of the bone's collision body setup in the physics asset causes a crash. ...
It seems that cloth simulation doesn't work correctly on 4.20 if Compute Skin Cache is ON. We can easily repro it with Content Example [Link Removed] Is this by design? ...
Having cloth set to be tick-able even when paused causes crashing upon pause. This prevents simulating cloth while the level is paused. ...