Apex cloth does not collide with objects in the world
Cloth only seems to collide with physics shapes that belong to the same skeleton as the cloth itself. I can't tell if this is a bug, or a feature that is not yet supported in UE4.
Would love to get some clarification from Epic if this is expected, or if cloth/world collisions are currently not supported.
asked Jun 17 '14 at 09:54 AM in Using UE4
Just wanted to follow this up by saying I finally got it working. It seems that you need at least one physics capsule on your skeleton in order for collisions to take affect..at leas that is what I am putting it down to for now. Without having the capsule there, physics collisions don't seem to be processed on the cloth.
I guess it makes sense to have a capsule, it just wasn't super obvious when I was trying to create a piece of cloth that was completely free to float around with a very high max distance value.
answered Jun 19 '14 at 09:23 PM
For people who didn't get it working even after @sandmeister 's solution (like me): Besides a capsule, it's required that all your mesh bones (even static ones, like a flag pole) are set to be simulated on the Physics Asset, not kinematic, and for Simulate Physics to be turned on in the level. The collision will only happen against simple collision shapes. Also, it seems to only work against static meshes. For my flag pole I've added a box collider so it stands still in the ground. Hope someone has better solutions.
@Spaehling Great solution for curtains! I've used it and works pretty well. Even better if we set some level of clothing in the mesh.
i knwo this theme is a bit old, but i feel force to answer here. Yesterday is stand infront of a problem, what is near to yours. I had a Net and i want the Net move, when the Player runs through. Like a Curtain.
And i thought yeah cloth could be there right thing for that. But i had the same Problem. Cloth looked nice, but nothing happend with any Collision. I watched the Content Examples, and figured out that the Collision is only on Meshes self, with the Joints. But what i want to do, is that the cloth reacts on a different actor.
the result in the end was, that i dont used cloth, i used a lots of joints and compared with the Skin-Weights i got nice Results. The first Sphyl i made Kinematic, that it is fixed and the rest is Simulation.
Iam not sure, if this helps anyone. And then you also can add Cloth, for the Mesh moves with the wind + reacts on the player. i think you can do it the other way around, to get the result like in the video.
edit: of course your mesh need enough edgeloops and vertices. i made 1 edge row, for each joint.
This isn't a bug as you can set this up with your Apex Cloth.
You would need to set this up before being imported into UE4. This would a property of your Apex Cloth. I do not know offhand what you would need to do to set this up but you can find the documentation from Nvidia's site here.
answered Jun 17 '14 at 10:19 PM
Tim Hobson ♦♦ STAFF
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