Opening the Tool
Settings Panel
The left panel holds all configuration for the current session.
| Setting | Description |
|---|---|
| Body Skeletal Mesh | The character's body mesh. Always the bottom-most layer — nothing is ever worn under it. |
| Target Occlusion Mapping Data | Read-only. Automatically set when the tool is opened via the right-click shortcut. |
| Clothing Meshes (bottom layer first) | The garments worn over the body, ordered innermost first and outermost last. This list is the layering order — it defines what counts as "covered" for both the body and for each garment. |
| Garment Occluders | Which meshes occlude the target when the target is a garment. Ignored when the target is the body. See the table below. |
| Preview Animation | Optional animation sequence to preview on the body and clothing meshes. |
| Output Path | Content Browser folder where the generated assets will be saved. |
| Occluded Mesh Asset Name | Name of the trimmed skeletal mesh asset that will be created. |
| Mapping Asset Name | Name of the runtime lookup table asset that will be created or updated. |
| Occlusion Detected Info | Shows whether detection has been run in this session. |
| Hidden / Total Triangles Info | How many triangles were marked hidden vs the total count, for the current target. |
Occlusion Target
The Occlusion Target dropdown sits at the top of the window, next to the action buttons. It decides which mesh gets masked — everything else in the tool follows it.
| Choice | What gets masked | Occluded by |
|---|---|---|
| Body Mesh | The character body | Every clothing mesh in the list |
| 1. <garment> … N. <garment> | That individual garment | The layers above it (or all other garments — see Garment Occluders) |
Entries are numbered in layer order, so 1. is the innermost garment. Hover the dropdown to see exactly which meshes are currently acting as occluders for your target.
Garment Occluders
| Mode | Behaviour | Use when |
|---|---|---|
| Layers Above Target Default | Only garments listed after the target occlude it. | Normal layered outfits — the shirt is trimmed by the jacket, but not by the undershirt beneath it. |
| All Other Garments | Every other clothing mesh occludes the target, regardless of list order. | Garments that don't form a strict stack — e.g. separate gloves, boots and a belt that overlap in no fixed order. |
Action Buttons
Detect Occlusion
Runs the full detection pass on the current target and updates the viewport. Exit Paint Mode before rerunning detection; stored paint corrections remain available.
Clear Detection
Resets the current target's detection baseline to fully visible. Manually painted strokes are preserved.
Toggle Preview
Hides everything except the target so you can inspect its occluded regions. With a garment target this hides the body underneath too.
Visibility
Dropdown listing the body and every clothing mesh with a tick each. Untick any mesh to hide it, use Hide All Clothing to strip the outfit, and Unhide All to restore everything. Hidden meshes stay hidden across detection and preview refreshes.
Save Occluded Mesh
Saves the trimmed mesh for the current target and updates the runtime mapping table.
Preview Animation
Assign an animation sequence in the Preview Animation category to see how meshes move together in different poses.
| Control | Description |
|---|---|
| Animation Sequence | Drag an AnimSequence here. Both body and clothing meshes play the same animation. |
| Play / Pause | Start or stop playback in the viewport. |
| Timeline Scrub | Drag to a specific frame to check a particular pose. |
Viewport Controls
| Input | Action |
|---|---|
| LMB drag | Orbit / rotate the camera (when not in paint mode) |
| RMB drag | Pan the camera |
| Scroll wheel | Zoom in / out |