Adding the Component
- Add the component — Open your character Blueprint, click + Add and search for Dynamic Mesh Occluder.
- Assign the Mapping Table — In the Details panel set Mapping Table to your
DA_BodyOcclusionMapasset. - Call Blueprint nodes — When clothing is equipped or removed, call the appropriate node (see table below).
💡 Body Component Name: If your character has more than one Skeletal Mesh Component, type the body component's name into Body Component Name. Leave blank to auto-detect the first
USkeletalMeshComponent.
Blueprint Nodes
Primary Actions
| Node | When to call | Description |
|---|---|---|
| Apply Occlusion For Clothing Components | Player equips clothing | Pass in active clothing mesh components. Finds the matching occluded body and swaps it in. |
| Apply Occlusion For Clothing | Player equips clothing (mesh assets) | Same as above but accepts Skeletal Mesh assets directly. |
| Restore Original Body Mesh | All clothing removed | Swaps the body back to the original full mesh. |
| Apply Occlusion By Mapping Index | Clothing managed by index/slot | Applies the occluded mesh at a specific index without passing clothing meshes. |
Component Management
| Node | Description |
|---|---|
| Set Body Component | Explicitly assigns which skeletal mesh component to manage. |
| Get Body Component Pure | Returns the currently managed skeletal mesh component. |
| Get Original Body Mesh Pure | Returns the original un-occluded body mesh recorded at BeginPlay. |
Query & Inspection
| Node | Description |
|---|---|
| Find Occluded Mesh For Clothing Pure | Returns which occluded mesh would be used — without swapping. For previewing or validation. |
| Find Occluded Mesh For Clothing Components Pure | Same as above but accepts Skeletal Mesh Components. |
| Get Mesh Mapping Count Pure | Returns how many clothing combinations are stored in the mapping table. |
| Get Clothing Meshes At Mapping Index | Returns the clothing meshes at a given mapping index. |
| Get Occluded Mesh At Mapping Index Pure | Returns the occluded body mesh at a specific index without applying it. |
Multiple Outfits
Store as many clothing combinations as you need in a single DA_BodyOcclusionMap. Each time you run detection with a different clothing set and save, a new entry is added.
💡 One entry per combination, not per piece: If you have shirt + pants and shirt only, generate and save each as a separate detection run. The plugin picks the right one automatically at runtime.