Clothing Problems With Custom Pawn

I’m making a game where you have a character on an office chair and you boost around with thrusters. I’m trying to implement cloth physics using the UE4.16 cloth physics tools. However I’m having a problem when I get to a high velocity.

If you can’t tell from the image above, the necktie is disconnecting from the player and the coattails are stretching way out. This doesn’t happen when I have a character blueprint, but it does when I have a custom pawn. The amount it stretches changes based on the pawn’s velocity. When the pawn is standing still, it can turn around and have the wind blow on it and the cloth moves just fine. When it starts moving, the cloth starts glitching.
I don’t know why this is happening. Can anybody help?

Edit: This still happens in 4.17 and when I make the clothing in an external file with the APEX SDK.

I finally figured out how to fix this! I set all the bones in the mesh’s physics asset to “kinematic” and I set “simulate physics” to true on the mesh in the blueprint. It works just fine now!