UFragmentsImporterEditorSubsystem
Editor-only subsystem for importing, processing, querying, and caching Fragment models in the Unreal Editor.
Use this subsystem for editor-world workflows. It manages editor lifecycle hooks, cached model aliases, and editor-owned imported actors.
Blueprint functions
Load Fragment
Inputs: FragPath: FString, OriginMode: EFragmentOriginMode
Outputs: ModelGuid: FString
Load And Process Fragment For Editor
Inputs: FragPath: FString, OriginMode: EFragmentOriginMode, OutErrorMessage: FString&
Outputs: Success: bool
Unload Fragment
Inputs: ModelGuid: FString
Outputs: none
Process Loaded Fragment
Inputs: ModelGuid: FString, OwnerActor: AActor, SaveMesh: bool, OnComplete, BucketRoot: AFragment
Outputs: completion delegate with Success: bool, ErrorMessage: FString, ModelGuid: FString
Process Loaded Fragment Item
Inputs: LocalId: int64, ModelGuid: FString, OwnerActor: AActor, SaveMesh: bool, BucketRoot: AFragment
Outputs: none
Get Elements By Category
Inputs: Category: FString, ModelGuid: FString
Outputs: LocalIds: TArray<int64>
Get Item By Local Id
AFragment actor.
Inputs: LocalId: int64, ModelGuid: FString
Outputs: Item: AFragment*
Get Item Property Sets
Inputs: LocalId: int64, ModelGuid: FString
Outputs: PropertySets: TArray<FItemAttribute>
Get Item Attributes
Inputs: LocalId: int64, ModelGuid: FString
Outputs: Attributes: TArray<FItemAttribute>
Get Model Fragment
Inputs: ModelGuid: FString
Outputs: ModelFragment: AFragment*
Get Base Coordinates
Inputs: none
Outputs: BaseCoordinates: FTransform
Reset Base Coordinates
Inputs: none
Outputs: none
Is Fragment Loaded
Inputs: ModelGuid: FString
Outputs: Loaded: bool
Update Cached Model Alias
Inputs: ModelGuid: FString, Alias: FString
Outputs: Success: bool (C++ only)