Quick answer: Open Skeletal Mesh → Cloth Painting → paint Max Distance > 0. WindDirectionalSource in scene. ResetClothTeleport on spawn.
Cape on character. Hangs stiff. Max Distance painting wasn’t done; vertices fully constrained.
The Fix
Skeletal Mesh editor:
Cloth Painting → activate
Brush: Max Distance, Value 15
Paint cape body; leave shoulders at 0 (anchor)
Apply, Save
Scene:
+ WindDirectionalSource (force 0.5)
Spawn flow:
AfterSpawn: SkelMesh->ResetClothTeleport()
Painted vertices simulate. Anchored vertices (Max Distance = 0) follow the bone. Wind adds motion. ResetClothTeleport ensures simulator state is fresh on respawn.
Verifying
Cape sways with motion. Walk against wind: visible flutter. Without painting: fully rigid.
“Paint distances. Wind in scene. Reset on spawn.”
Related Issues
For Water character buoyancy, see water buoyancy. For physics asset trace, see trace channel.
Paint. Wind. Reset.