 So in the last video with cloth physics, Akidoka mentioned that the tutorial would not be complete without explaining collision, and he is correct. But the reason why I didn't mention it before is because I honestly don't have it completely figured out. But maybe if I show you guys what I know, it might give you guys a good starting point to figure out the rest. So I'll just go ahead and share what I know. Basically when you're doing cloth physics collision, you need to rig the cape to the skeleton that it's going to be colliding with in Unreal. So for example, if we plan to put the cape on the default mannequin, we need to rig the cape to the mannequin skeleton before we export doesn't have to be fancy just a really lazy weight paint job. And then when we import the cape, we tell Unreal that it's supposed to be using the default mannequin rig. From this point, it's exactly the same process as the last video. You apply the cloth physics, you apply the paint, the only difference is at the end over here on the left, instead of using the default cape physics that was generated from the fbx, set this to the default mannequin physics instead. And now you can see the cable be interacting with the body. Now it pretty much works. The only thing that I'm not sure about is why the cloth will sometimes clip through the elbows. It seems to work fine and never go through her back in her butt. But for some reason, her arms will sometimes clip through. So yeah, I'm not really sure why. If any of you guys know, I would love to hear in the comments. But that's what I know about cloth collision. Hope that helps. And as always, hope you have a fantastic day and I'll see you around.