Description

Clothing can have noticeable popping when switching LODs, and there is currently no mechanism to initially start cloth in a resting pose, causing popping on spawn.

Steps to Reproduce
  1. Add/Import the attached fbx file. Tick Skeletal Mesh, then click on Import.
  2. Double click the LODTest mesh asset to open the mesh editor.
  3. In the Asset Details panel, under the LOD Settings category, set Number of LODs  to 2, click on Apply Changes.
  4. On the toolbar click on Section Selection.
  5. Select the mesh section with the higher vertex count, right click on it and do Create Clothing Data From Section. Clear the physics asset to remove the collisions, and click Create.
  6. Right click on the same section and do Apply Clothing Data
  7. Right click on the second mesh section and do Create Clothing LOD from Section. Select the cloth already created as Target Asset. Select Add LOD 1 as LOD Index and click on Create.
  8. In the viewport, change LOD Auto to LOD1. Then right click on the LOD 1 section and do Apply Clothing Data, but this time choose the LODTest_Clothing_0 - LOD1 cloth.
  9. In the toolbar, click on Activate Cloth Paint, then in the Clothing window select the MaxDistance mask. Go down to Tool Settings and set 100.0 to Paint Value and 20 as Radius. Paint all points white apart from the top of the cloth to keep a purple line for the attachment.
  10. At the top of the Clothing Window, select the other LOD and repeat the same painting operation.
  11. Click on Deactivate Cloth Painting, and using the viewport LOD menu, change between LOD0 and LOD1.
  12. Observe the impulse caused by the change of cloth. This should not cause the cloth to pop too much.  

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Fixed
ComponentUE - Simulation - Physics - Character
Affects Versions4.20
Target Fix4.26
Fix Commit14167995
Main Commit14167995
CreatedSep 6, 2018
ResolvedSep 7, 2020
UpdatedApr 28, 2021
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