transparency on character

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?

You would just add an an alpha to the eye material (either with an alpha channel on base color texture or a separate grayscale texture), plug that into alpha pin on material output, and in details of material change it from opaque to translucent.

Or you could just apply the boolean modifier in blender to permanently chop of the unneeded geometry. How do you currently make eyes look around in animations? Are you moving the eyes up/down/left/right? If so, might be better to make a dynamic material instance, and just pan the texture on the eyes.