Questions about _cleanVisualMesh

There is an option in deformable called “_cleanVisualMesh” to “CleanMesh” to solve the problem of face splitting caused by duplicate vertices in the UNITMESH mesh.
This is very useful for UNITYMESH that is not a plane.
If this option is enabled, Visual Mesh will not be updated after PbdObjectCutting is applied.
If this option is not enabled, the Visual Mesh will split at the UV edge, but the result of applying PbdObjectCutting will be flushed to the Visual Mesh.
How do I ensure that the result of PbdObjectCutting is flushed to Visual Mesh without splitting?
Can anyone give me some ideas?