Overview

What Dynamic Mesh Occluder does and why you need it

What is Dynamic Mesh Occluder?

Dynamic Mesh Occluder is an editor tool that removes body geometry hidden inside clothing — improving rendering performance without any complicated setup at runtime.

When a character wears clothing, the body underneath is still rendered by the GPU even though the player never sees it. This plugin lets you detect and bake away those hidden triangles in the editor, then automatically swap the body mesh at runtime to the trimmed version — so the GPU never has to render what isn't visible.

Key Features

Auto Detect Occlusion

Automatically detect and remove triangles from the base skeletal mesh, based on clothing assets.

🎨

Manual Paint Override

Paint individual triangles as hidden or visible to fine-tune the result with Brush, Select, or Lasso tools.

👗

Multiple Outfits

Store different clothing combinations in one mapping table — one asset covers your whole character.

🔷

Runtime Mesh Swap

A lightweight mapping table maps clothing to pre-baked meshes — swap the body at runtime with a single Blueprint call.

How It Works

There are two phases — what you do in the editor once, and what happens automatically in your game.

1

Load body & clothing meshes

2

Run occlusion detection

3

Paint-correct if needed

4

Save trimmed mesh & mapping table

5

Runtime: plugin swaps body automatically

What Gets Saved

AssetPurpose
SK_OccludedBodyBody skeletal mesh with hidden triangles removed. Used by the runtime component instead of the original.
DA_BodyOcclusionMapLookup table that maps a set of clothing meshes to their corresponding occluded body mesh.
💡 One table, many outfits: Each time you run detection with a different clothing set and save, a new row is appended to the same DA_BodyOcclusionMap. You never need more than one mapping table per character.
Dynamic Mesh Occluder - Documentation | Athian Games