I don’t advise doing this on a large professional project, but the cost on the main character could be pretty low, so for the Skin material do this.
Enable tessellation, fix the multiplier to 0.
Enable adaptive just so it forces it.
then take Vertex Normal multiply it times a Scalar and feed it into the tessellation.
In the material - instantiated, and thereafter in blueprint - kick the scale into the negative numbers to have the body mesh shrink.
The engine will still be rendering it, so it will cost something even though it won’t be visible, but in about 2 minutes you hacked your way into Not removing the mesh