Cloth collision problem, also breaks approximate size on applying (?)

Hello,

I have an issue with enabling cloth on a section of a mesh imported from blender, the cloth does not collide with the mesh’s physics asset. Cloth data is created in UE4, using the “create cloth from section” option and cloth painting.

One particular thing I noticed that is probably related is that on applying clothing data, approximate size in detailed mesh info seems completely off. Before applying 227x112x356, after applying jumps to 7334x5585x22497. I’ve read elswhere that scale between UE and blender may an issue, the mesh was created in blender using an imported Unreal Mannequin for scale and I exported it with scale 1.

Any guesses on what could be causing this, or if it’s a blender export issue, what settings should be used?

I found this on a google search result, so for anyone else having this problem, here is the concrete solution.

When applying clothing data to your mesh, you might notice that the scale increases by an extreme scale. This is caused by the scale of your armature rig

HERE’S WHAT TO DO:

  • Export your FBX mesh from UE4 into Blender

293017-ue4editor-2019-11-26-01-26-20.png

  • Change the Unit Scale from 1.0 to 0.01

293016-blender-2019-11-26-01-23-02.png

  • Scale both the Armature AND the mesh by 100x (while selecting both objects, press S followed by 100

  • Press Enter

  • Export back into Unreal

This does seem to fix the issue with approx. size changing when applying cloth data. The cloth still goes straigth through the physics asset though, so it doesn’t really fix anything for me. Also adds a lot of ‘end’ bones in my skeleton structure, messing up any animations I have.
(I’m using v4.25.3 and a model made in Max 2016)