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API REFERENCE / RUNTIME

AFragment

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

classRuntimeEditorBlueprint

AFragment carries model identity, element attributes, child fragments, HISM instances, visibility state, and HLOD interaction helpers.

Blueprint functions​

Get Model Guid​

BlueprintFragments
Returns the GUID of the loaded model that owns this actor.

Inputs: none
Outputs: ModelGuid: FString


Get Local Id​

Blueprint
Returns the model-local element ID represented by this actor.

Inputs: none
Outputs: LocalId: int64


Get Category​

Blueprint
Returns the IFC category string for this element.

Inputs: none
Outputs: Category: FString


Get Guid​

Blueprint
Returns the source element GUID.

Inputs: none
Outputs: Guid: FString


Get Attributes​

Blueprint
Returns the attributes attached to this element.

Inputs: none
Outputs: Attributes: TArray<FItemAttribute>


Get Children​

Blueprint
Returns child Fragment actors in the model hierarchy.

Inputs: none
Outputs: Children: TArray<AFragment*>


Find Fragment By Local Id​

Blueprint
Finds a child Fragment by its model-local ID.

Inputs: InLocalId: int64
Outputs: Fragment: AFragment* (or nullptr)


Set Highlighted By Local Id​

Blueprint
Highlights or unhighlights one element instance.

Inputs: InLocalId: int64, bHighlighted: bool
Outputs: Success: bool


Clear All HISM Highlights​

Blueprint
Clears highlight state from every HISM instance owned by this Fragment.

Inputs: none
Outputs: none


Set Hidden By Local Id​

Blueprint
Hides or shows one element without removing its data.

Inputs: InLocalId: int64, bIsHidden: bool
Outputs: Success: bool


Clear All HISM Hidden​

Blueprint
Clears all per-element hidden flags.

Inputs: none
Outputs: none


Is Local Id Hidden​

Blueprint
Checks whether an element is currently hidden.

Inputs: InLocalId: int64
Outputs: Hidden: bool


Get Hidden Count​

Blueprint
Returns the number of hidden element IDs.

Inputs: none
Outputs: Count: int32


Show Only Floor​

Blueprint
Hides all floors except the requested floor.

Inputs: InFloorId: int64
Outputs: none


Set Floor Visible​

Blueprint
Sets visibility for one floor.

Inputs: FloorKey: int64, bVisible: bool
Outputs: none


Show All Floors​

Blueprint
Restores visibility for every floor.

Inputs: none
Outputs: none


Is Floor Visible​

Blueprint
Checks whether a floor is visible.

Inputs: InFloorId: int64
Outputs: Visible: bool


Get Available Floor Ids​

Blueprint
Returns sorted floor IDs available in this model.

Inputs: none
Outputs: FloorIds: TArray<int64>


Enable Proximity Culling​

Blueprint
Enables distance fade and cull distances in centimetres.

Inputs: StartFadeCm: float, EndCullCm: float, bAlsoApplyToNonHISM: bool
Outputs: none


Enable Proximity Culling Meters​

Blueprint
Enables proximity culling using metres instead of centimetres.

Inputs: StartFadeM: float, EndCullM: float, bAlsoApplyToNonHISM: bool
Outputs: none


Set HISM Enabled​

Blueprint
Enables or disables HISM rendering for this actor.

Inputs: bEnable: bool
Outputs: none


Is HISM Enabled​

Blueprint
Checks whether HISM rendering is enabled.

Inputs: none
Outputs: Enabled: bool


Set As Bucket Root​

Blueprint
Marks this actor as a bucket root.

Inputs: bRoot: bool
Outputs: none


Get Bucket Root​

Blueprint
Returns the bucket root that owns this actor.

Inputs: none
Outputs: BucketRoot: AFragment*


Resolve Hit To Local Id​

Blueprint
Resolves an Unreal hit result on a HISM instance to its model-local ID.

Inputs: Hit: FHitResult
Outputs: Success: bool, OutLocalId: int64


Try Activate Proxy From Hit​

Blueprint
Activates a hit HLOD proxy so the model can be inspected at full detail.

Inputs: Hit: FHitResult
Outputs: Activated: bool


Try Activate Proxy From Hit Additive​

Blueprint
Activates a hit proxy without deactivating other active models.

Inputs: Hit: FHitResult
Outputs: Activated: bool


Try Promote Cell From Hit​

Blueprint
Promotes a hit merged cell to LOD0. Retry the trace on the next frame.

Inputs: Hit: FHitResult
Outputs: Promoted: bool


Try Deactivate Active Model​

Blueprint
Deactivates the currently active HLOD model.

Inputs: none
Outputs: Deactivated: bool


Get Bucket Bounds​

Blueprint
Returns the world-space bounds of rendered bucket geometry.

Inputs: bOnlyVisible: bool
Outputs: Bounds: FBox


Get World Transform By Local Id​

Blueprint
Gets the world transform of an element instance.

Inputs: InLocalId: int64
Outputs: Success: bool, OutWorldTransform: FTransform


Get World Bounds By Local Id​

Blueprint
Gets accumulated world-space bounds for an element ID.

Inputs: InLocalId: int64
Outputs: Success: bool, OutWorldBounds: FBox


Get Instances For Local Id​

Blueprint
Resolves an element ID to its backing HISM components and instance indices.

Inputs: InLocalId: int64
Outputs: Success: bool, OutComps: TArray<UHierarchicalInstancedStaticMeshComponent*>, OutIndices: TArray<int32>

note

Element identity is model-scoped: use ModelGuid together with LocalId when querying or changing an element.