Cloth as mesh deformation driver

Hi!
As the title says, I was wondering whether it is possible to use a cloth simulation to drive another mesh?

That would be like having a reasonably low poly cloth simulated mesh drive a higher polygons mesh (or set of meshes), making it possible to have clothing with thickness and hair cards get nice movements for cheaper in terms of resources. This system basically is high polygon mesh wrap deformed around the cloth simulating mesh, to put it simple.

Is it even possible already and I can’t see the option? Or should I just file a feature request on GitHub?

In theory, you could use Cloth.GetParticles to access Float3[] array of particle positions - where each particle is simulated cloth vertex. Then use it to move other kinematic actors (eg. attached to cloth).