Applying morph target offsets to a cloth-simulated version of the same skinned mesh

I’m trying to apply morph targets to a skeletal mesh with cloth simulation using the Deformer Graph.
I found this link on the forum and thought it was a good approach, so I decided to try it.

The basic idea is to apply the morph offset values from the base skinned mesh to the same mesh after the cloth simulation has finished.
However, the problem is that once cloth simulation is enabled in Unreal Engine, the morph target values disappear.

To overcome this, the post in the link suggested applying the morph offsets calculated from the non-simulated (base) skinned mesh to the cloth-simulated mesh.

I also tried the same approach: duplicated the exact same skeletal mesh, removed the Clothing asset from the duplicate, and attempted to pass values using two Component Bindings. However, the compute kernel fails to compile with the following error:

Component binding for pin ‘Primary Group.BoneMatrix’ is different from the component bindings of the other pins in its group OptimusNode_ComputeKernel_1

Because the vertex indices are identical, I assumed I could still apply the morph offsets even if the component bindings are different—but that doesn’t seem to be the case.

Does anyone know a solution or the correct setup to make this work? For example, do both bindings need to target the same component, or is there a supported way to safely transfer morph deltas across components when the indices match?

Any guidance (Optimus binding rules, constraints, or example graphs) would be greatly appreciated.

I wrote about component bindings here, there’s also a more thorough guide explaining my method for cloth sim + morph targets on the same site. Deformer graph seems to associate input/output pins with specific component bindings, and if a pin is associated with one binding, you can’t plug in a different binding to it. However you can create “secondary input bindings” which will let you pass data from multiple component bindings into a single compute kernel and do calculations with the data from both bindings. Then you can output that data and use it to write to skinned meshes.