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Using separate Apex Cloth meshes

I am having a problem getting Apex Cloth to work with my character. The situation is as follows. The main character can get certain tools, like the items from Zelda. One of those tools is a cape with certain uses.

What I wanted to do is make the cape separate from the main mesh, so that I can properly "equip" and "unequip" the tool, while using the same bones as those of the main character. So far, no problem. As you can see in the image below, the cape itself was imported successfully into the editor.

alt text

The problem is when I use the cape in-game. What happens is as follows:

alt text

When I start the game, there's no problem. Whenever the character starts animating (movement, attack, whatever) however, the cape just goes completely nuts.

What am I doing wrong here?

Product Version: UE 4.13
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asked Oct 11 '16 at 10:03 AM in Using UE4

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avatar image keyle Jun 02 '17 at 12:12 PM

did you figure this out?

avatar image cridia Jun 14 '17 at 07:59 AM

No, not really. I decided I don't like Apex. In the end, the only thing I could do was make sure the cape didn't touch the character as much as possible in its initial state, and just turn its visibility on and off when equipping/unequipping. Quite hacky and I still get to deal with the cape going nuts every now and then.

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