Runtime Clothing & Blueprint Tutorial
Build live outfits, handle async completion, and restore the original body through Blueprints.

Trim hidden body and inner garment triangles, build runtime outfits, and restore the original meshes through Blueprint nodes.
Dynamic Mesh Occluder removes skeletal mesh triangles covered by an outfit. Target the body beneath clothing or an inner garment beneath outer layers, then inspect the result before using it in your game. Bake trimmed meshes and outfit mapping tables in the editor, generate transient meshes at runtime, or use baked entries with live detection as a fallback. Runtime lookup matches the equipped clothing set — empty slots, a single garment, and extra worn pieces still resolve a baked body when they overlap a saved row. Runtime Blueprint nodes support complete layered outfits, synchronous body generation, asynchronous body detection, cached results, and restoring the original meshes. The editor provides automatic detection, a 3D preview, manual paint corrections, and independent masks for each target. Save separate trimmed body and garment assets, optionally merge the trimmed body with the complete clothing meshes, or export the saved skeletal meshes through Unreal's FBX exporter. Source meshes remain unchanged. The example project includes an interactive showroom and a playable third-person wardrobe. Walk and run, equip individual garments from inventory, inspect runtime body cutaways, and follow the connected Blueprint setup for complete outfit arrays and async completion. Feature images are AI-polished from genuine project captures; select an image to inspect the original. The cover and video thumbnails are promotional artwork. Component nodes detect from posed meshes. Packaged mesh-asset generation still needs CPU-accessible, resident LOD0 data.
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Explore the workflow, follow a tutorial, or watch a demo. Play here or open on YouTube.
Build live outfits, handle async completion, and restore the original body through Blueprints.
Follow the editor setup, detect hidden geometry, and prepare trimmed skeletal meshes for your characters.
Move, run, equip individual garments, inspect the runtime body cutaway, and restore skin when clothing comes off. Follow the screenshot-led Blueprint walkthrough to connect your own inventory.
Learn MoreTrim the body against its outfit and inner garments against the layers above them. Keep the outermost layer intact and restore every managed mesh when the outfit changes.
Build transient meshes for new clothing combinations. Use synchronous body and layered outfit calls, or asynchronous body detection with a completion event.
Save outfit mappings for direct mesh swaps. Lookup matches the equipped set, including a single garment or extra empty slots, then uses live detection for combinations that were never baked.
Review automatic detection in the editor viewport. Paint hidden or visible triangles with undo/redo and save independent body and garment masks.
Save trimmed skeletal meshes and an optional merged body-plus-clothing asset. Export saved assets through Unreal's standard FBX workflow while preserving the original source meshes.
More plugins from Athian Games.
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Our support team is here to help you get the most out of Dynamic Mesh Occluder. Whether you have technical questions, need integration assistance, or want to report an issue, we're ready to assist.