Remove unseen mesh parts

What is the HowTo about?

In this HowTo, we are going to use the node Remove Mesh in order to delete unseen geometry from our mesh. In this example, with a body and a shirt, we’ll remove the unseen body part under the shirt.

What assets are needed?

All the assets from the basic customizable character HowTo.

A Skeletal Mesh and its Material and Textures to be the Child Object. (In this example, we use a shirt)

A Skeletal Mesh containing all the vertex that will be removed. This will be our “Removal” mesh. (As said in the Asset Creation Hints, it is a good idea to create this mesh from the base Reference Skeletal Mesh)

(All the Skeletal Meshes must share the same Skeleton)

The object of this example can be found as "Bandit_RemoveMesh" in MutableExamples/Bandit/CustomObjects/HowToExamples


1 - Inside a copy of the basic custom character, create a Group and a Child Object for the shirt object.

2 - Create an Extend Material node (in case the shirt and the body share Material). Import the shirt Skeletal Mesh and connect it to the Extend Material node. Import and connect all the textures the Skeletal Mesh needs. Create a Mesh Layout node for the shirt mesh and create the blocks for the UV map.

If you compile now, in Wireframe mode you can see how both meshes appear when shirt is selected.

3 - From the Child Object node, create a Remove Mesh node. In the properties tab, select the Parent Material from which geometry will be removed. Import the “Removal” mesh and connect it to the Remove Mesh node.


4 - Save and compile.


If you check the Wireframe mode in the Preview Inst. Viewport, you’ll see that the base mesh has been optimized by removing the parts under the shirt.