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API REFERENCE / RUNTIME

UFragmentsImporterSubsystem

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

classRuntimeBlueprintStable

This is the primary runtime entry point. Start here when an application needs to bring a .frag model into an Unreal world.

Functions​


LoadFragmentAsync​

RuntimeBlueprint

Loads and validates a Fragment model without blocking the game thread. The completion callback returns the model GUID, success state, and error text.

Inputs: FragPath: FString, Options: FFragmentLoadOptions

Outputs: Success: bool, ErrorMessage: FString, ModelGuid: FString, OnComplete


ProcessLoadedFragment​

RuntimeBlueprint

Turns loaded model data into the bucket-root hierarchy, HISM instances, generated meshes, and spatial registrations.

Inputs: ModelGuid: FString, OwnerActor: AActor, SaveMesh: bool, BucketRoot: AFragment

Outputs: Success: bool, ErrorMessage: FString, OnComplete


ProcessLoadedFragmentItem​

RuntimeBlueprint

Processes one element from a loaded model.

Inputs: LocalId: int64, ModelGuid: FString, OwnerActor: AActor, SaveMesh: bool, BucketRoot: AFragment

Outputs: none


GetElementsByCategory​

RuntimeBlueprint

Returns local IDs for elements in a category such as IFCWALL or IFCSLAB.

Inputs: Category: FString, ModelGuid: FString

Outputs: LocalIds: TArray<int64>


GetItemByLocalId​

Blueprint

Resolves a model-local element ID to its AFragment actor.

Inputs: LocalId: int64, ModelGuid: FString
Outputs: Item: AFragment* (or nullptr)


GetItemPropertySets​

Blueprint

Returns property-set attributes for an element.

Inputs: LocalId: int64, ModelGuid: FString
Outputs: PropertySets: TArray<FItemAttribute>


GetItemAttributes​

Blueprint

Returns the raw attributes for an element.

Inputs: LocalId: int64, ModelGuid: FString
Outputs: Attributes: TArray<FItemAttribute>


Get Element Info​

Blueprint

Returns basic element identity. The returned LocalId is -1 when the element is not found.

Inputs: LocalId: int64, ModelGuid: FString
Outputs: Info: FFragmentElementInfo


GetModelMetadata​

Blueprint

Returns model-level metadata.

Inputs: ModelGuid: FString
Outputs: Metadata: FString


Get Model Guid​

Blueprint

Returns the model-level GUID associated with the loaded model.

Inputs: ModelGuid: FString
Outputs: ResolvedGuid: FString


GetElementDetail​

Blueprint

Returns consolidated identity, attributes, and property-set information for an element.

Inputs: LocalId: int64, ModelGuid: FString
Outputs: Detail: FFragmentElementDetail


Get Model Fragment​

Blueprint

Returns the root AFragment actor for a loaded model.

Inputs: ModelGuid: FString
Outputs: ModelFragment: AFragment*


UnloadFragment​

Blueprint

Releases a loaded model and its registered runtime representation.

Inputs: ModelGuid: FString

Outputs: none


Set Active Model​

Blueprint

Marks one model as active and broadcasts OnActiveModelChanged.

Inputs: ModelGuid: FString
Outputs: none


Deactivate Active Model​

Blueprint

Clears the active model and broadcasts an empty model GUID.

Inputs: none
Outputs: none


Get Active Model Guid​

Blueprint

Returns the currently active model GUID.

Inputs: none
Outputs: ActiveModelGuid: FString


Get Loaded Model Count​

Blueprint

Returns the number of currently loaded models.

Inputs: none
Outputs: Count: int32


Get Model Instance Count​

Blueprint

Returns the total HISM instance count for a model.

Inputs: ModelGuid: FString
Outputs: Count: int32


Get Categories For Model​

Blueprint

Returns sorted unique IFC categories for a loaded model.

Inputs: ModelGuid: FString
Outputs: Categories: TArray<FString>


Set Floor Visibility Range​

Blueprint

Shows the requested floor range and dims other floors.

Inputs: ModelGuid: FString, MinFloor: int32, MaxFloor: int32
Outputs: none


Try Get Floor Index For Local Id​

Blueprint

Resolves an element local ID to its floor index.

Inputs: ModelGuid: FString, LocalId: int64
Outputs: Success: bool, OutFloorIndex: int32


Set Category Filter​

Blueprint

Dims elements whose IFC category is not in the visible category list.

Inputs: ModelGuid: FString, VisibleCategories: TArray<FString>, DimmedAlpha: float
Outputs: none


Set Model Active​

Blueprint

Activates or deactivates a model, optionally keeping other active models.

Inputs: ModelGuid: FString, bActive: bool, bAdditive: bool
Outputs: Success: bool


Set Model User Visible​

Blueprint

Hides or shows a model while preserving its active state and filters.

Inputs: ModelGuid: FString, bVisible: bool
Outputs: Success: bool


Is Model User Visible​

Blueprint

Checks the user visibility state for a model.

Inputs: ModelGuid: FString
Outputs: Visible: bool

note

The synchronous LoadFragment function is deprecated. Prefer LoadFragmentAsync.