I was wondering does UE4 natively support layered clothing; by this I mean that a Pawn could equip various kinds of clothing such as a shirt, armor vest and say a cloak (as a basic example). Each clothing item is a separate mesh, rather than one single mesh. If these are worn, will I be able to set up the clothing to hide only parts of other meshes (to avoid clipping) but keep other parts of meshes untouched by other meshes to remain visible?
Yes, parenting of skeletal meshes is possible. For example, if you have a nude human rigged with one skeleton, and you want to add a shirt, you’ll need to skinweight that shirt to the same skeleton but export as a separate asset with the skeleton and combine in the engine.
This type of setup will allow you to ‘parent’ the shirt to the nude character. You’ll want to control this in the Construction Script of the character’s blueprint, likely.
Another, simpler way is to just create the character with a bunch of Skeletal Mesh components of the shirts, pants, etc. and then toggle visibility on them as you wish.
A follow up question on this matter: My clothing layers (when selected) show they are in the correct location and rotation,
but the naked body shines through and the clothing looks to be behind the the characters body.
In Blender they show fine but UE (my clothing layers) are see through. How do I hide the body layer inside
the clothes?
It is not because of collisions and I can’t seem to find the correct setting as I am still very new to UE and Blender.
The share the skeleton correctly as my animations work fine.