Sharing cloth physics setups between similar assets to save production time

What would be your approach to share cloth physics setups between similar assets to save production time? There is option to copy cloth asset graphs and then reconnect inputs, fix paint channels and selections.

Does anybody use different approach to share setups between similar assets?

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There are a few techniques that seems to have been successful either based on Dataflow Graph, or other specific Cloth Asset features depending on your setup that you would have to explore.

On top of my head:

  1. You can use a Cloth Asset Import Node to create a Cloth Asset from another generic Cloth Asset and turn it into something else.
  2. From 5.7.3 you can create render-less Cloth Assets, and either use them with an import node or with the new Skeletal Mesh Clothing integration.
  3. You can use Dataflow Variables to make a template Cloth Asset graph that takes different inputs to generate different Cloth Assets from a single graph.
  4. You can operate Dataflow graphs from Blueprints to make them generate assets for you.

I only heard of two projects where some effort is currently being put into sharing Cloth Assets, but it is still work in progress, so there isn’t much else I can add.

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With regards to point 4., here are some (non cloth) example of what you can do with a Utility Blueprint and the Dataflow API:

https://youtu.be/t_jyTILDYo8?t=2460

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