Crash suspending cloth simulation in Mutable

One option for this, in SkeletalRenderGPUSkin.cpp, is to to add the following code before the skin cache process entry.

   if (ClothSimulationData !\= nullptr)

   {

       if (ClothSimulationData\-\>LODIndex !\= LODIndex)

       {

           bSectionUsingSkinCache \= false;

       }

   }

That seems to skip the GPU skin cache and update via CPU vertex buffer update. Testing looks ok, since the difference usually only lasts one frame until the sim data is updated. This is not the ideal fix, but it works for our situation. I want to investigate further how sim data and mesh data can have some sort of dependency, so the gpu skin cache knows it has to wait for simdata to update.