Detection Issues
| Problem | Likely Cause | Solution |
|---|---|---|
| Detect Occlusion greyed out | Meshes not assigned, Paint Mode active, or nothing is worn over the current target | Assign the meshes and exit Paint Mode. If a garment is the target, check something sits above it in Clothing Meshes — the outermost garment has no occluders, so use Paint Mode instead. |
| Masked the wrong mesh | Occlusion Target left on a previous selection | Check the dropdown at the top of the window before running detection or painting. It names the mesh currently being masked. |
| A garment isn't trimmed where the jacket covers it | Layer order wrong, so the jacket isn't counted as "above" it | In Clothing Meshes, make sure the jacket comes after that garment. Hover the target dropdown to confirm which meshes are acting as occluders. |
| Lower garment still clips through the upper one | Clipping geometry is genuinely visible, so detection keeps it | Target that garment, enter Paint Mode, and Lasso away the region under the upper layer. Detection cannot fix poke-through on its own. |
| Detection results vanished after reordering clothing | Expected — reordering changes which layers cover which | Re-run Detect Occlusion on each affected target. Your paint strokes are kept. |
| Nothing is hidden after detection | Meshes don't overlap, or Proximity Threshold too low | Check both meshes share the same origin and skeleton. Increase Clothing Proximity Threshold. |
| Too much is hidden — skin shows through clothing | Threshold too low or cone angle too wide | Raise Occlusion Threshold (e.g. 0.85), lower Cone Half Angle, or increase Edge Erosion Rings. |
| Floating visible patches inside clothing | Island removal not catching all patches | Increase Max Visible Island Size and enable Close Enclosed Regions. |
| Noisy or jagged boundary | Not enough post-processing | Increase Smoothing Iterations (2–5), Dilation Rings (1–2), and Edge Erosion Rings (1–2). |
Runtime & Blueprint Issues
| Problem | Likely Cause | Solution |
|---|---|---|
| Clothing doesn't match body pose | Different skeleton | All clothing meshes must use the same skeleton as the body. |
| Clothes change but the body does not | No overlapping baked row, or live detection hid 0 triangles | Pass the equipped clothing components (empty slots are ignored). Confirm the mapping table is assigned. If you rely on live detection, use the Components node so posed meshes are tested, enable Allow CPU Access for packaged mesh-asset calls, and treat a false return as no hidden triangles — the original body is restored. |
| Blueprint node returns false / no swap | No usable table row, or runtime hid nothing | Empty slots no longer break lookup. Unrelated garments still miss. Live detection returns false when Hidden Triangle Count is 0. |
| Apply Occlusion For Outfit swaps nothing | Component array not in layer order | Pass the garment components bottom layer first, matching the editor's Clothing Meshes order. Any other order produces occluder sets that don't match what was baked. |
| Body swaps but garments don't | Only body entries were baked | Garments need their own passes in the editor — switch the Occlusion Target to each garment, detect or paint, and save. Then call Apply Occlusion For Outfit. |
| Garment stuck on a trimmed mesh after undressing | Only the body was restored | Call Restore All Original Meshes (or Restore Original Garment Meshes) rather than Restore Original Body Mesh alone. |
| Save button greyed out | Output Path empty, no detection/paint data for this target, or Paint Mode active | Fill in Output Path. Run detection or paint triangles on the current target. Exit Paint Mode before saving. |
Editor Issues
| Problem | Solution |
|---|---|
| Animation preview won't play | Assign an AnimSequence in Preview Animation settings. Must use the same skeleton as the body mesh. |
| Want to hide geometry without clothing | Assign the mesh, enter Paint Occlusion, paint the triangles you want hidden, then Save. |
| Toggle Preview hides the body too | Expected when a garment is the target — the body is an obstructing layer for a garment, so it follows the same toggle. The target garment itself is never hidden. If you want the body back while other layers stay hidden, use the Visibility dropdown and tick just the body. |
| A mesh stays hidden after Detect / preview refresh | You hid it in the Visibility dropdown — those hides are deliberate and survive refreshes. Open the dropdown and tick it, or choose Unhide All. |
| Paint strokes on one garment appear lost | They aren't. Strokes are stored per target — re-select that garment in the Occlusion Target dropdown and they reappear. They are written into the data asset on save, so they also survive closing the tool. |
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