Hi.
I have a character, who’s eyes are so big, that they are clipping with the head-shape. (I just need big flat eyes for the cartoon style).
I solve this problem in blender with a boolean modifier, the bool object is bound to the head bone. Although (I could do this with an empty-object and texture transparency.)
But how would you “hide” a part of the eyes inside unreal? The transparent texture would have to read the headbone position and rotation.
I have an eyes SKM, body SKM, and use blendshapes/morphtargets for the eye rotation, no eye bones. the body_SKM is parent of the eyes_SKM (they follow the animations, just like clothes).
which nodes would you use for the transparency?