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New cloth simulation: How to set up Physics Assets to work with various Skeletal Meshes

I've been messing with the new in-engine cloth simulation in 4.17.3. It's buggy but very promising.

I've got a question about how might I get cloth simulations to work with a character mesh composed of multiple interchangeable skeletal meshes (like armor and equipment) which can be changed at runtime;

For example:

I got a running animation for a character. All meshes that character can use would share the same skeleton. Since the cloth simulation uses a physics asset, would I have to make different physics assets for each mesh? There are likely different ways to set up a collision system like this.

Any help would be greatly appreciated!

Product Version: UE 4.17 Preview
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asked Jul 31 '17 at 10:06 AM in Using UE4

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