Quick answer: Unreal Chaos Cloth flying apart when the parent skeletal mesh teleports? The solver integrates motion without knowing about the teleport - call ResetClothSimulation after large jumps.

Cutscene teleports the player. Their cloak shoots off into low orbit because the solver sees a 1000-unit-per-frame velocity.

Reset on teleport

SkeletalMesh->ResetClothSimulation();

Call immediately after the teleport. Resets the solver's velocity state to zero so the next tick computes from rest pose.

Or use TeleportAndUpdate

USkeletalMeshComponent::TeleportAndUpdate is the supported teleport path; it internally resets cloth and physics asset state.

Tune iteration count post-reset

Increase Sub Stepping > Substeps to 4 for the next 30 frames after a reset. Helps the solver settle from rest pose without visible pop.

“Physics solvers extrapolate motion. Teleports look like infinite velocity.”

Standardize teleports through a single 'SafeTeleport' utility that resets cloth, physics, audio attenuation, and camera lag. One bug per teleport stays manageable; per system gets out of hand.