Enabling the Plugin
- Open Plugins window — In Unreal Editor go to Edit → Plugins, search for Dynamic Mesh Occluder and tick Enabled. Restart when prompted.
- 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 — 7 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.
Step 3 — Choose the Occlusion Target
Use the Occlusion Target dropdown at the top of the window to pick which mesh you are masking. It lists Body Mesh plus every clothing mesh in layer order. Leave it on Body Mesh for the classic workflow.
Step 4 — Run Detection
Click Detect Occlusion. The tool scans the target mesh against whatever is worn over it and marks hidden triangles. The viewport updates automatically when done.
Step 5 — Review & Paint
Click Hide Clothing / Show Clothing to see hidden vs visible areas. If anything looks wrong, use Paint Mode to manually fix individual triangles — painting always applies to the current target.
Step 6 — 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 target mesh with hidden triangles removed. When the target is a garment, this is named after that garment instead (e.g.
SK_Undershirt_Occluded). - DA_BodyOcclusionMap — the lookup table used at runtime.
Step 7 — 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.