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API REFERENCE

Classes and runtime surfaces

The API is organized by module so you can quickly find the class that belongs to your runtime or editor workflow.

The catalog covers the stable public entry points and Blueprint-facing utility classes. Internal model wrappers, registries, and registration managers support these APIs but are not intended to be called directly from a project.

classBlueprintC++ only

FragmentsUnreal / runtime module​

UFragmentsImporterSubsystem

Game-instance subsystem for loading, processing, querying, activating, and unloading Fragment models.

AFragment

Actor representation of a Fragment model element and its renderable HISM data.

UFragmentLODDebugComponent

Runtime component for visualizing Fragment spatial cells and representation transitions.

Selection helpers

See the Blueprint example for resolving a screen hit and reading element data.

UFragmentSelectAtScreenPos / UFragmentSelectionStatics

Blueprint selection classes for screen clicks, visible traces, cell promotion, and HLOD activation.

FragmentsEditor / editor module​

UFragmentsImporter

Core importer object that owns decoding, model wrappers, mesh generation, materials, and processing state.

UFragmentsImporterEditorSubsystem

Editor-only subsystem for importing, processing, querying, and caching Fragment models.

FFragmentsEditor

Editor module entry point for the FragmentsUnreal editor integration and Fragments panel.

UFragmentOcclusionClassifier

Blueprint utility functions for category and material occlusion classification.

Tuning and diagnostics​

Console variables

Import, proxy, LOD, frame-pacing, and debug CVars with types, defaults, and read timing.