Running cloth simulation in Unreal Editor
To start the simulation, you need to either:
- Play the current level with a selected animation for your character, or
- Add your character to the Sequencer.
- Click Play the current level to start the simulation,
- Play your animation sequence
Please consider the following:
- Important! The cloth simulation takes some time to initialize. So, if your animation sequence starts with fast movements, the simulation may not catch up. If that’s the case, consider slowing down the first few seconds of your animation. E.g., start from a static pose, or add some slow movements at the beginning.
- During the Play mode, you can use your cursor to move the fabric and adjust the garment position on the avatar.
- For a multi-GPU system, you can designate a specific GPU for the cloth simulation by selecting the Device Bus number for that GPU (“-1” correspond to the default GPU). This can be useful when the default GPU is used for other heavy tasks (e.g., Groom hair, Volumetric clouds, etc.) or when using several clothed characters.
- You may want to try Adaptive and Fixed Time Steps to see which one suits you better. The Fixed time step can be more accurate but less stable during fast animations.
- The cloth simulation is sensitive to situations where parts of the character mesh are crossing each other (e.g., arms crossing the torso) and the cloth gets jammed or “pinched” (armpits, under elbows, and knees).
To prevent the cloth from tearing, you can configure the cloth Binding. See e.g., https://youtu.be/lQ07GfuKP-4?t=446.
- If the garments disappear when you modify the settings, click the Reload-button to restore them.
- The current version of the cloth simulation plug-in for Unreal Engine does not support packaging.