How to create an array of opacity masks to hide/show parts of a mesh at runtime

I’m developing a sort of light-weight dismemberment system using materials.

I have this creature with two sets of wings

I already have an opacity mask creating that texture on the wings

I’m trying to see how I can create a set of parameters maybe that would take in different opacity masks, add them together and remove parts of the mesh where the opacity masks say so.

I can add one opacity mask parameter like this and place an opacity mask that is black on one side of the UV to hide one of the wings



But I am unsure as to how I can make a system of sorts to add multiple of these to hide certain parts of the mesh while all the others remain visible.

Any suggestions?

Perhaps I can do this inside BP by creating a canvas render target with a white base color and then add all of these opacity masks to it, though I would have to modify the masks to remove the white color and just leave it translucent there so that the render target’s white shows through. I think I’ll try that and see how it goes

isnt there a built in HideBoneByName ?

ive used something like that for headshots on Manny

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You, sir, saved me from a couple days of work and a shitton of embarrassment. Thank you so so much! <3

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also worth noting, there is a BreakConstraint node you can use on the bone that will actually dismember it (probably requires physics) if the constraint is set up properly in the physics asset

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Thanks! The HideBoneByName function worked well. I’ll check out the break constraint one too

Hey would you happen to know I could go around creating a separate actor for the dismembered limb? I want the dismembered limb to fall off and have its own collision. I tried to do the reverse of Hide Bone By Name but for all the bones except the bones of the dismembered mesh but the bones are apparently hidden by hierarchy so hiding the bones that the dismembered mesh is a child of will also hide the dismembered mesh.

NVM I rewired the code to use your recommended “Break Constraint” node. Works now.

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