Runtime Setup

Adding the component to your character and calling Blueprint nodes

Adding the Component

  1. Add the component — Open your character Blueprint, click + Add and search for Dynamic Mesh Occluder.
  2. Assign the Mapping Table — In the Details panel set Mapping Table to your DA_BodyOcclusionMap asset.
  3. 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

NodeWhen to callDescription
Apply Occlusion For Clothing ComponentsPlayer equips clothingPass in active clothing mesh components. Finds the matching occluded body and swaps it in.
Apply Occlusion For ClothingPlayer equips clothing (mesh assets)Same as above but accepts Skeletal Mesh assets directly.
Restore Original Body MeshAll clothing removedSwaps the body back to the original full mesh.
Apply Occlusion By Mapping IndexClothing managed by index/slotApplies the occluded mesh at a specific index without passing clothing meshes.

Component Management

NodeDescription
Set Body ComponentExplicitly assigns which skeletal mesh component to manage.
Get Body Component PureReturns the currently managed skeletal mesh component.
Get Original Body Mesh PureReturns the original un-occluded body mesh recorded at BeginPlay.

Query & Inspection

NodeDescription
Find Occluded Mesh For Clothing PureReturns which occluded mesh would be used — without swapping. For previewing or validation.
Find Occluded Mesh For Clothing Components PureSame as above but accepts Skeletal Mesh Components.
Get Mesh Mapping Count PureReturns how many clothing combinations are stored in the mapping table.
Get Clothing Meshes At Mapping IndexReturns the clothing meshes at a given mapping index.
Get Occluded Mesh At Mapping Index PureReturns 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.
Dynamic Mesh Occluder - Documentation | Athian Games