I would like to apply AnimDynamics on my cloth meshes. Problem is that every cloth mesh is somewhat unique and requires different bones (which our skeleton does not have). My idea was to create separate AnimationBluePrint(skeleton in this case would be extension of the main skeleton, for example: ponytail) and let them drive the dynamics of the “floppy parts”(ponytail, shoulders, cape, …). Problem is that when I SetMasterPosecomponent on the main mesh, the ABPs of the individual cloth parts are overriten and don’t seem to run anymore. So is there a way to get this working? Im thinking that maybe I can achieve the effect by getting the bone transform from the main skeleton and then apply them on bones that have skinning on the mesh + apply anim dynamics on the dedicated bones. However, this seems like an overkill and Im sure that someone was dealing with similar problem. Have I missed something? Is there a native way to do this with basic skeleton or does the skeleton have to include bones for all possible cloth combinations ??