Doubt that’s possible with any solver.
You would have to break open half the engine - and even then, its actually not possible unless your vertex order is exactly the same.
Which unless you do things manually in a program which allows you to preserve the order, will never be the case…
If you instantiate another cloth, the simulation will no doubt be different.
You may be able to fake it with a niagara simulation or similar that you bind to the cloth mesh on a per vertex base. That’s about the only way in engine, I think.