Last I checked The in built cloth system doesn’t have such features, not even latch to nearest yet so you can’t have thick cloth like you used to before. But with that said realtime cloth will always have major drawbacks, it’s not really there yet you will get intersections and weird jumping artifacts, it will always be unpredictable to an extent and behave unnaturally for larger cloth objects.
Which is why for more complex movements cloth will be baked in as offline animation and imported as a skin setup with bones. Of course method is much more work but may be worth it for hero characters.