Create new Character blueprint.
2. Add new skeletal mesh component as Child to the default mesh
component.
3. Make sure that Mesh component DO NOT have any cloth simulated parts.
4. Add mesh with cloth simulation to the newly added skeletal mesh
component.
5. In Blueprint construction script, make the new component as
slave to Mesh Component.
6. Place character in level.
Now it will crash. The crash is related to the fact, that if the clothing is added to slave component, there are not transforms copied.
I’m having some trouble reproducing this. I’m using the third person template project with a cloth mesh I imported onto the Mannequin . I’ve tried this with a brand new character BP and the existing character BP in that template, but I cannot reproduce the crash.
I looked at your project and saw that your mesh with the cloth has more bones than the base mesh (leaf bones), which is fine, but does not play well when combining cloth and SetMasterPoseComponent. We had a bug a little while back that was marked as By Design/Won’t Fix because we have a method that we recommend over SetMasterPoseComponent. We generally recommend using Copy Pose from Mesh in AnimBPs.
For your case, another alternative would be to treat your cloth as an attachment instead of part of the base itself. You can give it it’s own bone structure and attach it to the hips.
It’s actually pretty simple. Instead of using Skeletal Mesh components in your BP, you’ll use PoseableMesh components. You can then use the “Copy Pose from Skeletal Component” just like you would with a master pose node.
Another way is to use Copy Pose From Mesh in the AnimBP(with skeletal components, not poseable). You’ll need to cast back to your CharacterBP to get the parent mesh. This thread has a basic set of screenshots on how to use it.
Note: These are two distinct ways of doing this. I don’t know how well the poseable meshes handle extra bones, but the AnimBP method should work.