Cloth Simulation

Physics & Simulation

Chaos Cloth simulation: cloth painting, collision bodies, wind interaction, constraint tuning, capes, skirts, curtains, and flags.

Version: 5.0.0 – 5.7.3 | Invoke: /skill cloth-simulation

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What This Skill Does

Cloth Simulation helps you create realistic fabric behavior on characters and environmental objects using UE5's Chaos Cloth system. Whether you need a hero's cape billowing in the wind, a flowing skirt that responds to character movement, curtains swaying in a breeze, or a flag fluttering on a pole, this skill guides you through creating cloth assets, painting simulation weights, configuring stiffness and damping properties, setting up collision bodies to prevent clipping, and tuning wind interaction for natural-looking fabric motion.

Covers

  • Cloth asset creation from skeletal mesh sections
  • Cloth painting: defining which vertices simulate and which stay fixed
  • Simulation properties: mass, stiffness, damping, and gravity scale
  • Collision bodies: capsules and spheres that prevent cloth from passing through the character
  • Wind interaction: drag, lift, and velocity scaling for fabric in wind
  • Cloth LOD and performance management for gameplay scenarios
  • Cloth in Sequencer for cinematic use
  • Common cloth patterns: capes, skirts, curtains, flags, and hair cards

Does Not Cover

How to Use

Invoke this skill in Claude Code:

/skill cloth-simulation

This skill is also auto-detected when your prompt mentions cloth, clothing, fabric, cape, flag, banner, drape, curtain, or wind-on-fabric. AgentUX will automatically activate Cloth Simulation when it recognizes relevant context in your request.

Key Unreal Engine Concepts

Concept Description
UClothingAssetBaseThe base cloth asset type created from a skeletal mesh section, holding simulation configuration and collision references.
UChaosClothConfigConfiguration class for Chaos Cloth simulation parameters including mass, stiffness, damping, friction, and solver iterations.
Cloth PaintingThe process of assigning per-vertex simulation weights: 0.0 (fixed to skeleton) through 1.0 (fully simulated): to control which parts of the mesh move.
Self-CollisionPrevents cloth from passing through itself, useful for wide robes and layered skirts but expensive due to per-particle checks.
WindDirectionalSourceA level actor that provides directional wind affecting cloth drag, lift, and velocity for realistic fabric movement in wind.
AnimDriveStiffnessControls the blend between animation-driven and physics-driven cloth behavior: 0.0 for full physics, 1.0 for full animation.

Related Skills

What You'll Learn

  • How to create cloth assets from skeletal mesh sections
  • How to paint cloth weights for natural-looking fixed-to-simulated transitions
  • How to tune simulation properties for different fabric types: silk, cotton, leather, and more
  • How to set up collision bodies that prevent cloth from clipping through the character
  • How to configure wind interaction for capes, flags, and environmental fabric
  • How to manage cloth performance with LOD transitions and solver optimization