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Cloth Simulation

Use the supplied garment's clothing data and pose setup as the starting point. A Clothing folder or an equipment Blueprint name does not mean that every mesh is simulated.

Set up a garment#

Check the mesh's clothing sections, painted movement masks and cloth Physics Asset. In your character, preserve the demo's pose and simulation configuration. A rigid Leader Pose follower alone does not provide independent cloth evaluation.

Test the garment in the Skeletal Mesh Editor and Play mode. For unstable or intersecting cloth, inspect collision bodies, pose alignment, component scale and the garment's masks before changing solver settings.

After changing an outfit#

Apply the visibility and morph rules, then check idle, walking, running and your widest gameplay movements. Cloth collision cannot replace hiding covered body regions or fitting sleeves under gloves.

After changing mesh LODs, check that clothing data remains bound to the intended sections. Technical simulation proxies are separate from wearable equipment and are excluded from the item catalog.

Epic: Clothing Tool.

ROG Modular Assets · 6.0a documentation
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