APEX cloth is pinned to the world origin

Hi, I’m trying to add some APEX cloth effects to my skeletal mesh animation character, which also has few morph target blends on it, just FYI.
Pieces of cloth I need to be waving are part of the character. I added PhysX Cloth modifier and weighted everything as needed and it worked well in 3ds Max simulation, but when I import it in UE4, all cloth pieces seem to be stuck to a 0,0,0 point and I have no idea why. I tried searching and couldn’t find any solution. Does anyone know what might be the issue here?



Ok I solved the issue by DETACHING that neck piece with clothes on it and skinning it separately. Then I exported it as APEX file and exported it with the main model as a single fbx. Everything works perfectly now.