Get access to the sections (also known as material slots) of a skeletal mesh and to each of the sections texture parameters.
Define a character body to use in further modifications, like the basic player character before any customization.
Add a cloth piece, like a helmet.
Define a remove or a clip mesh volume, like removing the scalp geometry when the character wears a helmet.
Node PropertiesSkeletal Mesh: Skeletal mesh asset to import.
LODs (array): Shows all the LODs that the skeletal mesh has. It's informative, LODs added or removed here have no effect.
Materials (LODs array item)(array): Each material slot that exists for the current LOD will be listed here. It's informative, sections added or removed from here have no impact.
Name (Materials array item): Name of the material slot. It's informative, sections cannot be renamed from here.
Show LODPins on Node (LODs array item): Toggles the appearence of the mesh output pins. Requires a node refresh to update the pins. When toggled off, for this LOD, material texture output pins are also hidden.
Show Image Pins on Node (LODs array item): Toggles the appearence of the material textures output pins. Requires a node refresh to update the pins.
(material name) Layout: Optional layout, that defines how the material is divided. It's used to optimize the resulting UV layout, to remove blocks, to select what blocks are affected by other modifiers and to define the relationsip between block size and resolution for this material when the material is extended. If left disconnected, it's considered a single 1x1 block. One pin appears for each material slot in the skeletal mesh for each LOD.
(material name) Mesh: The mesh section of the chosen skeletal mesh. One pin appears for each material slot in the mesh for each LOD in which it is active.
(material channel name): The texture in this material channel of the chosen mesh. One pin appears under the corresponding mesh material slot for each filled channel if that LOD has Show Image Pins on Node active. If it's a texture that will be connected directly to a Material Node and left unaltered, it's more efficient to just leave it disconnected.