Selection helpers
Blueprint classes for resolving screen clicks and traces to Fragment model elements. The task-oriented walkthrough remains in Blueprint examples.
UFragmentSelectAtScreenPos
Select At Screen Pos
Inputs: WorldContextObject: UObject*, PC: APlayerController*, ScreenPos: FVector2D, TraceLength: float, TraceChannel: ECollisionChannel, MaxRetries: int32
Outputs: Resolved delegate (LocalId: int64, OwningFragment: AFragment*, HitLocation: FVector, CellHandle: FFragmentCellHandle) or Failed delegate (Reason: EFragmentSelectFailReason)
UFragmentSelectionStatics
Peek At Screen Pos
Inputs: WorldContextObject: UObject*, PC: APlayerController*, ScreenPos: FVector2D, TraceLength: float, TraceChannel: ECollisionChannel
Outputs: Success: bool, OutLocalId: int64, OutModelGuid: FString, OutOwningFragment: AFragment*, OutHitLocation: FVector, OutCellHandle: FFragmentCellHandle
Trace First Visible Hit
Inputs: WorldContextObject: UObject*, Start: FVector, End: FVector, TraceChannel: ECollisionChannel, bTraceComplex: bool
Outputs: Success: bool, OutHit: FHitResult
Trace First Visible Hit By Object Types
Trace First Visible Hit.
Inputs: WorldContextObject: UObject*, Start: FVector, End: FVector, ObjectTypes: TArray<EObjectTypeQuery>, bTraceComplex: bool
Outputs: Success: bool, OutHit: FHitResult
Clear All Overrides
Inputs: WorldContextObject: UObject*
Outputs: none
Promote All Cells For Model
Inputs: WorldContextObject: UObject*, ModelGuid: FString
Outputs: none
Demote Cell
Inputs: WorldContextObject: UObject*, Handle: FFragmentCellHandle
Outputs: Success: bool
Is Cell Handle Valid
Inputs: Handle: FFragmentCellHandle
Outputs: Valid: bool