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.
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.