
Trim hidden body and inner garment triangles, build runtime outfits, and restore the original meshes through Blueprint nodes.
Actual Unreal editor, gameplay and Blueprint captures in 4K, shown at 16:9. Open an image to inspect it. The cover above is polished promotional artwork.

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 wardrobe demonstrates outfit selection, clothing visibility controls, and runtime cutaways. Native gameplay and Blueprint images show the actual implementation; the cover is polished promotional artwork. Component nodes detect from posed meshes. Packaged mesh-asset generation still needs CPU-accessible, resident LOD0 data.
Trim 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.
Follow connected graphs for outfit assignment, runtime detection, completion handling, clothing visibility, and restoring the original body. Test the result in the interactive wardrobe example.
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