Body Morph and Clothing

Its not something you can fully fix.
You either have a simulated cloth - wherby the vertex are affected by a simulation - or you have morph targets - whereby the vertex are affected by a value.

You can mod the engine to get both - and the results are often terrible. On top of being prohibitly expensive for any consol.

So don’t waste time. Chanches are you wouldnt even notice the difference if you properly simulate cloth where cloth should be simulated.

Also, to make a character fat, use bones, not morphs. Morphs are good for stuff like face or joint driven adjustments to the base mesh based on motion - not “entity” changes.

If you do it right, then the cloth having the same bones and the same value being applied to said bones can drive both the origin point and the cloth simulation.
(And the cost is farily netrual because its just part of whatever happens at runtime already anyway).