That shouldn't happen with "tangent space" normal maps. You should be free to rotate the uvs over the normal map. If this would be a problem with ts normal maps, it wouldn't be widely spread and you couldn't use trim sheet techniques. Now back to the case of Unreal Engine specifically. UE only generates tangents for the…
alright so its time for the cloth simulation breakdown handling cloth simulation in UE4 is as much about planning as it is about debugging. I got lucky because the way I built my cloth meshes worked quite well with unreals cloth sim in the end. getting there took a lot of itteration though. If you are using a cloth mesh…