Quick answer: Unreal physics asset bodies passing through cloth simulation? Cloth isn't a rigid body for collision queries - use a duplicated collision proxy or raycast against cloth particles.
NPC hit detection raycast passes through a hanging banner. Players think the hit registered; nothing happens.
Add a collision proxy
Hidden static mesh shadowing the cloth's general shape. Raycasts hit the proxy; visuals stay cloth.
Or raycast against cloth particles
Iterate USkeletalMeshComponent::GetClothingPositions and test against each. Slow but accurate.
Disable cloth on combat layers
For gameplay-critical surfaces, skip cloth and use vertex animation. Cloth simulation is for visual layer; combat is for physics.
“Cloth is visual. Combat needs a separate collision surface.”
Plan combat collision separately from visual layers. Mixing them is a class of bug that surfaces in playtest, not in code review.