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.
Load body & clothing meshes
Run occlusion detection
Paint-correct if needed
Save trimmed mesh & mapping table
Runtime: plugin swaps body automatically
What Gets Saved
| Asset | Purpose |
|---|---|
SK_OccludedBody | Body skeletal mesh with hidden triangles removed. Used by the runtime component instead of the original. |
DA_BodyOcclusionMap | Lookup table that maps a set of clothing meshes to their corresponding occluded body mesh. |
DA_BodyOcclusionMap. You never need more than one mapping table per character.