APEX Cloth shifted, when import to UE4

I’ve made a skinned mesh of character. I used APEX to make clothes physics. When I imported .apx asset to unreal and add it to material, I’ve got some shift of clothes points. Models is the same, scale is similar. How to fix this problem?

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I had this same issue earlier and I found out that it was due to the collision with the rigid body shape being too large or possibly having shifted when it was imported (I’m not sure about the latter due to the fact that there is no way that I’ve found to view the rigid body shape in engine). I had to mess with the overall size of the rigid body shape prior to exporting it from Maya. I came across an option somewhere that lets you adjust the distance from the rigid body that the cloth is affected at, but I can’t remember exactly where I saw it. I will repost if I find it. For now I would say just adjust the size until it no longer moves the geometry and then test it against the animations that you have in place.

Also, for the verts/items that are moving, you may want to paint a 0 weight at the very top in order to ensure that they’re not affected by the rigid bodies

The position of the rigid body in ue4 is shifted. How can I solve it