Question on in-engine rigs and animation

Hello, first post I’ve done here since beginning learning this program. I’m learning a work pipeline by myself, that goes from 3d art to an animated in-game model. I have learning Blender (regrettably kinda) for the animation and I just finished rigging and animating some of my work. Now I have a issue with a part of my rig when importing to UE4.

I have a cape that goes around the waist of my model. This cape has cloth physics applied to it, now I also have a small bone rig that is controlling some straps. these straps are connected to the top and bottom of the cape. So when the cape moves around, the bone rig follows the bottom of the cape. I have a few things on top of the straps, so that’s why I use a bone rig to skin the mesh to. The issue is that I use a bone constraint to connect that bone rig to vertex’s on the geometry of the cape. This constraint does NOT get imported into unreal so the whole thing doesn’t work.
My question is that, I understand I can get cloth physics on the cape around my guy, but the straps that I have designed are pretty important to the character and how I wanted them to function. Is there a way I can get these straps to follow the bottom of the cape, while having cloth physics applied to the cape itself? The straps can’t have any cloth physics applied to them though, because there is metal attached to the straps so obviously that wont work.

TL;DR, Can you get a skeleton/bones to follow a vertex or point on a mesh that has cloth physics applied to it? If so, how difficult would it be to do for a beginner such as myself?
Thanks for taking the time to help!<3

You would have to bake that motion for that bone inside blender so that it then becomes part of the animation.
If you have the cloth sim in engine using apex or such, then itll be waaaay more difficult and probably only doable through some nifty c++

“You would have to bake that motion for that bone inside blender so that it then becomes part of the animation.” What do you mean by this? Will the baked function transfer over to unreal and if I were to get cloth sim on the cape, the bone would function like the baked function in blender? Or do you mean that I’ll encounter problems when trying to use Apex or any In-Unreal Engine cloth sim?