Quick Start Guide for Cloth Simulation | Getting Started in Unreal Engine 5.1.1

Did you ever want to learn how to use cloth simulations in Unreal Engine 5?

In part three of this tutorial series, I will show you how to quickly get started using chaos cloth simulations in UE5.

Basic Cloth Simulation

This was a requested tutorial

Just be aware that I am working in 5.1.1 because I could not get the cloth simulation to completely work in 5.2.1

Let’s start with the basic cloth simulation

Start in Blender (or a 3D package of your choice)

Add a plane and scale it up

In edit mode, right-click on the plane and subdivide it [36]

We need a bunch of geometry so the plane with be able to bend and form like real cloth

In object mode, use CTRL + A to apply the scale

Export the plane as an FBX – make sure you have “Selected Only” activated

Under the Geometry section, change the Smoothing to “Face”

In Unreal, add a new folder for your cloth

In the cloth folder, right-click and import the plane

Click on the “Reset to Default” button so we can ensure everything will be imported properly

Make sure you make a Skeletal Mesh

Click on “Import All” – ignoring the warnings

Save the project

Double-click to open the Skeletal Mesh

Right-click on the plane and choose “Create Clothing Data from Section”

Then make sure the correct Physics Asset is selected

Click on “Create”

Next, click on “Activate Cloth Paint”

Select the plane under the Clothing Data

The pink color indicates areas where the cloth will remain static

We have a Paint Value in the Clothing tab – the higher the value the more the painting process will affect the plane

We can also change the Brush Radius, Strength, and Falloff

If we use the LMB and paint on the plane, notice that the painted area becomes white – this is where the simulation will take place

I will leave a thin area at the top pink so it will essentially be pinned in the Level at those points

When you are done painting, click on “Deactivate Cloth Paint”

Right-click on the plane and choose “Apply Clothing Data” – selecting the plane object

Make sure “Max Distance” is checked under the Masks panel – otherwise, the cloth will just fall continuously

Save the cloth simulation

Drag the Skeletal Mesh into the Level and move it up along the Z-Axis and rotate it around the Y-Axis

Select the cloth and in the Details panel, activate “Collide with Environment” and “Force Collision Update”

These options will tell Unreal that you want the plane to collide with objects in the environment

Click on the three dots to the right of the play button and choose “Simulate”

Now we can see the plane reacting to the environment

To add a wind effect, under the Add to Project menu, under “All Classes”, search for “Wind Directional Force”

Drag it into place and make sure the light blue arrow is facing the correct direction

In the Details panel, increase the speed

Save the Level

Play the Simulation

Character Cloth Simulation

I will be using a character and animation I downloaded from Mixamo

When I import the character into the Level, notice that the loincloth does not move naturally as the character animates

To fix this issue, I open the Skeletal Mesh for the character

Right-click on the loincloth and choose “Create Clothing Data from Section”

Then make sure the correct Physics Asset is selected

Click on “Create”

Next, click on “Activate Cloth Paint”

Select the loincloth under the Clothing Data

Use the LMB and paint on the loincloth – leaving some areas pink toward the top of the loincloth

When you are done painting, click on “Deactivate Cloth Paint”

Right-click on the loincloth and choose “Apply Clothing Data” – selecting the correct object

Make sure “Max Distance” is checked under the Masks panel

Save the cloth simulation

To avoid the problem of the loincloth clipping through the character mesh, we need to work on the Physics Asset

Double-click on the Physics Asset for the character to open it up

Notice the capsules surrounding the character – these are the collision shapes

If you see clipping on your animated character, I recommend scaling them until they are barely interacting with the clothing

We don’t have that issue with this character though so I can leave the collisions as they are

Drag the Animation Mesh into the Level

Now, if we press the play button, we can see the loincloth reacting go the animation

If the cloth is still not acting correctly, you can always follow the previous steps to refine the cloth simulation

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