- You can reset CLO/MD LiveSync Editor by closing the active instance of the Editor, then reopening it.
- Due to how CLO and Marvelous Designer behave, they can be unresponsive when it is processing a big amount of data. Such situation is as the following:
- Right after hitting Update button
- The very first update routine may take a while, but subsequent update requests will be faster.
- Right after hitting Save to Geometry Cache button
- CLO and Marvelous Designer will be unresponsive for a while, and there will be a pop-up window in the CLO/MD LiveSync Editor once CLO and Marvelous Designer finishes sending animation data to Unreal. Try not to press the button multiple times in a row, otherwise unexpected crashes may happen.
- Right after hitting Update button
- As garment data is detailed and can be heavy, putting in multiple garment assets (Static Mesh, Skeletal Mesh, or Geometry Cache) in a world may result in reduced performance in terms of FPS.
- For Static Mesh, Nanite can be a great choice and it is compatible with Static Mesh version of imported garment. Details about Nanite can be found in the following link: Nanite Virtualized Geometry
- Our default way of expressing transparent garment is dithered opacity (see a reference YouTube video). This method may result in fine noises on mesh surfaces due to its characteristics. If Order Independent Translucency option is enabled, it is possible to make meshes without the surface noises by altering a property of a desired material.
- Open up a desired material, and change its Blend Mode to Translucent.
- Occasionally LiveSync usage may yield the following error regarding lack of memory, which leads to a crash issue. In this case, if you separate an avatar and garment into more than 2 ZPRJ files from a single ZPRJ file, sending the avatar and garment separately may resolve the crash issue temporarily.