In the recent study on Unreal 4’s Cloth System, in the 1.5 column on the map of the Cloth Display in the official content sample project, there was a Cloth Papers with Pockets and two Cloth Papers with Thickness
The official document describes these contents
Latch to Nearest
Lets you define Vertices that drive the movement of other Vertices and is used to create “thicker” or more complex geometry (e.g. heavier cloth or a pocket attached to cloth).
I click into Persona With the thickness of the cloth file is like this
When I clicked on the weighting document, I found that there was only one thin patch to drive the entire thickness or pocket model to solve
I would like to ask how to use UE4 in order to achieve the official effect of this project, with a patch of weight to drive the entire thickness or pocket of the fabric file, rather than directly in the entire thickness or pocket model Up brush cloth weight