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.