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Suggestion: Option to Hide or Show submeshes of a skinned mesh


I have a character export and all meshes are exported as one FBX, all separate meshes but rigged and skinned to the same skeleton. Now, what I'd like is for Unreal to detect these individual skinned parts as they are exported by name as one, and can be imported as one. Can unreal detect each sub-skinned mesh and have an option to hide or reveal them. This would be useful for hiding changes in clothing as well as other things, then, can this in turn be made into some kind of prefab or instance.

Similar to how materials have a master material and instances that change the parameters.

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asked Mar 17 '19 at 12:43 PM in Using UE4

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