Best Practices for Grooms and Geometry Caches?

I’m working on a film project with roughly 150 shots that have cloth sim, each containing separate Alembic geometry cache exported from Houdini. I need to attach groom assets (fuzz) to these animated caches and am wondering if anyone has experience with this? I find it really hard to find any documentation regarding this issue.

Im wondering if there is an efficient way to bind the fuzz to the geometry cache for this amount of shots? Right now it seems i have to create a binding asset per character per shot. And also duplicate the groom asset per shot? I might be wrong about that…

Can I use a single Groom Asset and Binding Asset across all 150 shots if the topology is consistent? Or do I need unique binding assets per geometry cache?

Engine version: 5.5

Please let me know if you need more details to be able to answer!