APEX Clothing doesn't work on multipart character if master pose mesh doesn't have APEX Clothing

Assuming we have modular multipart character. What we need is single master pose component, which usually will be simple mesh, like one face.

If we do it, this way, and then any of other parts will have APEX clothing applied, it will be screwed, (most likely deformed beyond recognition).

Under link Blueprint Only project demonstrating issue. There are two BP characters. BorkenCharacter and WorkingCharacter. I’m using default character split into modules and character from Matinee Demo, also split into modules.

I personally consider this a bug, since I think APEX clothing should work regardless of whether a master pose mesh, had apex clothing or not, and whether or not that apex clothing matched our module clothing.

Each skeletal mesh with modular configuration and master pose component, should be able to use any number of unrelated clothing assets.

I’m using 4.5 Version from Github, but this issue is present at least since 4.3.

Project:
https://dl.dropboxusercontent.com/u/70400220/Unreal-questions/ClothingIssues2.

bump. Any info about it ? Should I provide more informations ?

Hey iniside,

Is this related to issue you posted about here?

If so, it looks like Tim Hobson was able to set up your character correctly using asset you provided. Were you able to get it set up as he recommended?

It’s related, but issue (I think) is not about how character is setup, but that when you setup character is in particular way, apex clothing is broken.
You can see that in project I provided.

Short version is if you have modular character with clothing, where every component of character is predefined like legs, head, chest, master component, etc.

Master component is component with skeletal mesh which drives all other components
.
I think for master component you usually want something very simple, like single triangle.

If you setup master component which don’t have exactly same cloth simulation as other components, then cloth simulation on children will be broken.

Now Imagine scenario, where you have different apex clothing assets on legs and on chest. Which with modular character where player can swap parts as wish, is not impossible.

Even If one asset will match with master component, other will broken, causing issues, because it will be different from one in master component.

reproduction of issue there of very simple:

  1. Setup multipart character blueprint.
  2. Set one component as master pose component which will drive all other component.
  3. As master component set mesh without cloth simulation or with different cloth simulation than child component.
  4. Add child component with cloth simulation, different from master pose component.

Booh! Apex Clothing is broken.

point is that apex clothing shouldn’t depend on master pose component mesh to work properly.

Hey iniside,

I was able to reproduce this issue in project you provided, and I have entered a bug report in our system (UE-4504). For now, you may need to explore setting your cloth as its own skeletal mesh and attaching to sockets. I will let you know when I get an update on this. Thanks for your report!

Hi. I’m experiencing this same issue. It was fixed in 4.7, but it’s back in 4.8. That is, it seems to be broken in 4.3, 4.4, 4.5, 4.6 and 4.8.

@Warcabbit I’m not sure why this appears to have been working in 4.7. This hasn’t been implemented as far as I can see.

old JIRA above was closed because it was not a bug. I’ve opened a new ticket and put in feature request for this feature to be added with UE-18732.

I’ve moved this post out of bug reports since this is now a feature request. Once there is any update to add I will post back here.

Thank you!

Tim

Too bad this won’t be implemented.