Blending different animations, for different parts of the same skeleton

I know I can just additively add more and more bones, the same skeleton. And if they are not skinned to mesh, they are just ignored.

On my skeleton I have cloth bones for skirt/coats/robes/got the idea. now there are few things:

  1. Those bones might be in different positions for different meshes. Is that ok ? Hierarchy doesn’t change, just translation.
  2. There are going to be different animations depending on mesh that is used. Not terribly different and not many variations. But how do I make sure that proper animation is used for that particular mesh ? Mesh in that case is just one of part assembling character (legs for example).
    All meshes are going to be attached to single master pose skeleton.

Has anyone did something like that before in UE4 and could share some insight ?