Does Chaos Cloth's kinematic collider node work with Simulated Bodies that have soft constraints?

UE Version 5.5.4

I have a skeletal mesh with simulated bodies and a chaos cloth asset that has the kinematic self collision node setup to allow the cloth to collide with the mesh vertices instead of the physics asset bodies.

The Problem:
The cloth collides with the character mesh’s vertices BUT it clips through the character’s skin in areas where the soft constraints are setup. If I turn off simulation on the physics asset bodies, the collision is perfect without issue.

I’m asking here in case anyone else has come up on this issue, or if it is a known limitation of chaos cloth, I’d love to know to avoid wasting further time and look for an alternative solution.

Thanks.

Everything becomes apparent eventually).
Soft constraints are only part of the constraint settings. Why don’t you uncheck the box there in the first place? Could you report the results?
The second and main problem with this approach (according to the developers) is that PA is completed within the post-physics tick. Consequently, geometry changes a not applied into Chaos, which is performed within pre-physics. Besides this:

#### **TG_PrePhysics**

* This is the tick group to use if your actor is intended to interact with physics objects, including physics-based attachments. This way, the actors movement is complete and can be factored into physics simulation. 
* Physics simulation data during this tick will be one frame old - i.e. the data that was rendered to the screen last frame.

https://dev.epicgames.com/documentation/unreal-engine/documentation/en-us/unreal-engine/actor-ticking-in-unreal-engine?application_version=5.6#examples#1