Save body and garment results
- Choose the Occlusion Target and run detection. Review the result with the covering garments hidden and visible.
- Paint corrections, then set the Output Path and mesh name. Click Save Occluded Mesh.
- Repeat for the body and each covered inner garment. Keep the same mapping table so the outfit can resolve every saved target.
- Open the generated skeletal meshes. Inspect materials, exposed edges and LODs, then save and reload the mapping data before integrating it.
Saved assets contain editable source geometry. The original mesh is preserved. Generated trimmed meshes do not retain the source morph targets; validate animation and your character's deformation requirements separately.
Optional merged character mesh
With Body Mesh selected, enable Generate Merged Character Mesh and set Merged Mesh Asset Name before saving. The optional output combines the trimmed body with the complete input clothing meshes. It does not substitute the independently trimmed garment assets from other mapping rows.
Enable Prefer Merged Mesh Output on the runtime component to choose that saved result. Hide the separate clothing components when displaying the merged mesh to avoid drawing clothing twice. Restore the original body and separate components when switching back to a modular outfit.
The merged asset stores source geometry, skin weights, UVs and material assignments so it can rebuild, save and reload. Morph-target transfer and Chaos cloth simulation are not part of this merge workflow.
Export FBX
- Select a generated body, garment or merged skeletal mesh in the Content Browser.
- Choose Asset Actions → Export and select an FBX destination.
- Choose the LOD export options required by your destination application.
- Reopen or import the FBX in the destination tool and check geometry, skin binding and materials. Unreal material graphs and the occlusion mapping table are not embedded as a portable wardrobe system.
To move the complete Unreal setup between projects, use Asset Actions → Migrate on the mapping table and its referenced assets.