No clothing is still restricted to the same platforms as it was previously.
The clothing tools are in an experimental state for this release. Which means they aren’t quite ready for prime-time and are subject to much change between now and them coming out of experimental. If you want to try them out in the state that they are now, head into ‘Editor Preferences’, then to the ‘Experimental’ settings and enable ‘Clothing Tools’. After that there should be a window called ‘Cloth Paint’ in the ‘Window’ menu of the skeletal mesh editor. If you already had the skeletal mesh editor open when you changed the settings you’ll need to close it and re-open it (just the skeletal mesh editor, not the whole editor).
As mentioned above there is an experimental in-editor solution but it isn’t quite production ready yet. For the foreseeable future we’ll be keeping the ability to import .apx and .apb files as clothing assets as we know a lot of people are used to that workflow. On import your asset will be converted to the new Unreal clothing asset under the hood and everything should work as it always has.