DocsDynamic Mesh OccluderInstallation & Quick Start

Installation & Quick Start

Enable the plugin and get up and running in 6 steps

Enabling the Plugin

  1. Open Plugins window — In Unreal Editor go to Edit → Plugins, search for Dynamic Mesh Occluder and tick Enabled. Restart when prompted.
  2. Verify — After restart, right-click any Skeletal Mesh in the Content Browser and look for Character Tools → Create Body Occlusion Mapping Data…. If the menu item appears, the plugin is active.

Quick Start — 6 Steps

Step 1 — Open the Tool

In the Content Browser, right-click your body skeletal mesh and choose Character Tools → Create Body Occlusion Mapping Data…. This opens the standalone editor and pre-seeds it with your body mesh.

Step 2 — Assign Your Meshes

In the Settings panel on the left, drag your body skeletal mesh into Body Skeletal Mesh and add your clothing skeletal mesh(es) to the Clothing Meshes list.

💡 Skeleton requirement: All clothing meshes must share the same skeleton as the body mesh for correct pose matching in the viewport and at runtime.

Step 3 — Run Detection

Click Detect Occlusion. The tool scans the body mesh against the clothing and marks hidden triangles. The viewport updates automatically when done.

Step 4 — Review & Paint

Click Toggle Preview to see hidden vs visible areas. If anything looks wrong, use Paint Mode to manually fix individual triangles.

Step 5 — Save

Set an Output Path (e.g. /Game/OcclusionMaps), give the assets names, then click Save Occluded Mesh. Two assets are created:

  • SK_OccludedBody — the body mesh with hidden triangles removed.
  • DA_BodyOcclusionMap — the lookup table used at runtime.

Step 6 — Wire Up Your Character

Add the Dynamic Mesh Occluder component to your character Blueprint, assign the mapping table, and call the Blueprint nodes when clothing is equipped or removed. See the Runtime Setup section for details.

ℹ️ Repeat for each outfit: For each clothing combination, load the clothing meshes, run detection, and save again. The new entry is appended to the same mapping table automatically.
Dynamic Mesh Occluder - Documentation | Athian Games