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Thanks to Last Ghost Gaming for his tutorial - absolutely amazing.
The rest is me figuring out how to apply cloth physics in a ue5 game - after all the failures to package issue I had for not setting up visual studio - just so UE5.4.4 can function.
This is the most basic method existing in 4.27, paint the physics on the coat, and manually create primitive capsules for cloth collision - this will give very rough result especially if you want your coat, dress etc...to flow freely. And trust me when I say I have exhausted the quality of this method in UE4, check out my mods.
I aim to understand more on how to apply the kinematic or the character's static mesh collision pipeline.
Any technical help is welcomed.
Bugs: Note the Arm band hasn't got physics, bc the asset only runs 1 physic scripts, a second one can be made custom for the armband to restore original behavior, but It could be problematic bc it is Gustave's shared asset and it involve more structural knowledge.