Can you hide parts of a mesh by vertex groups?

I’m going to have a lot of different clothes which might conflict with each other if worn together, so I’d like to have some control on making certain parts invisible/visible to reduce clipping. Is it possible to hide part of a mesh by a vertex group which is set in Blender for example?

I know this is old, but I second this. Would be very useful.

+1, this info is crucial for me right now

What we do is apply a masking texture to our character texture. We use a gradient texture mask to go from the upper shoulder down to the wrists. Then, we create a masked material with a parameterized scalar mask threshold. We can then expose this parameter to blueprints or material instances. If a character wears a short sleeve shirt, we can calibrate the arm mask to be high, near the shoulders, simply by sliding a value between 0.0 and 1.0. If the character wears a long sleeve shirt, we can slide the mask down further so that more of the arm is hidden away. Inside the material, all we’re doing is adjusting the alpha value threshold for when the material gets masked away. We apply this in the construction script so a designer / artist can adjust mask lengths in blueprint details panel instead of manual code.

It’s also possible to use the same base character model and attach masking preset values to various clothes. This would let you create a large inventory of clothing items with hard coded preset mask values which can then be applied to the base character skin material anytime a clothing item is swapped out.