Chaos Cloth TransferSkinWeights — can you exclude specific bones from influencing a region?

I’m building a paramteric MetaHuman outfit with the cloth asset and I can’t find a way to stop a specific bone from influencing a region of the mesh.

The piece is a rigid collar anchored at the chest. Its upper edge
sits close to the chin, so TransferSkinWeights, matching by proximity,
assigns full head influence to the top of it. First image shows the
weight visualization: the collar is solid white on head.

The result is that the top of the armor rotates with the head while the
base stays anchored to the chest. It’s rigid geometry, so any deformation
at all reads as broken.
UnrealEditor_VyxnaHvDq4

What I’ve looked at so far:

  • Manual skinweight cleanup after assembling the metahuman works but ideally this could be fixed without needing that as it should be a parametric outfit.
  • An InpaintMask weight map, so the upper collar gets weights from the lower part but this didn’t work at all. If someone knows how, please let me know!

Questions:

  1. Is there any way to exclude a bone from the transfer for a given
    region?

  2. Are there Dataflow nodes for refining or overriding skin weights after
    the transfer?

  3. How are people handling rigid hard-surface pieces inside a cloth asset
    generally? Is the expectation that they stay out of the Panel Cloth
    pipeline and ship as a separate skeletal mesh section with hand-
    authored weights?

Engine version: 5.6-5.8

Will post results back if I find something that works!