Clothing workflow in UE4 confusion

So I have been looking at the NvCloth clothing tool that’s replaced APEX and I am confused about some of the workflow. So as I understand it, the clothing stuff is now all meant to be done in unreal (aside from the actual geometry creation). My confusion is when it comes to animations and rigging/skinning. If you rig the clothing mesh in Blender, for example, and then animate it manually not using a simulation and then you import everything into Unreal and apply the clothing tool, does the animation get overridden or the simulation superimposes itself “on top” of the animation that’s already brought in? Or are you not supposed to animate clothing outside of the simulation? So when you make animations in Blender, you would do it with the naked character and then just bring in the clothing and character mesh into Unreal and the clothing simulation will handle the clothing following the animation properly? I am just confused about the workflow…