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Events

Mesh Loaded

Called when the Deformable Mesh (Asset) is fully prepared and loaded.

NOTE: You should check bIsMeshLoaded before binding/waiting for this event to trigger, because the mesh may already be loaded!

Mesh Initialized

Called when the the actual mesh component (RMC/PMC) is initialized and visible.

NOTE: You should check bIsMeshInitialized before binding/waiting for this event to trigger, because the mesh may already be initialized!

Mesh Updated

Called after a LOD (RealtimeMesh) or a Section (ProceduralMesh) is updated. Every hit triggers at least one update. Most of the time the After Impact makes more sense to use.

  • RealtimeMesh: SectionIndex is always -1
  • ProceduralMesh: LodIndex is always -1

After Impact

Event for impact handling. Called after an impact happened. Can be used e.g. for damage display.

Hit Type: What kind of hit happened? There are three type of hits:

  • Normal: A normal hit that just happened and was triggered by OnComponentHit. This is independent of replication.
  • History: A hit that happened in the past and was triggered by replication of the HitHistory.
  • ForwardedNormal: A hit that just happened and was triggered by OnComponentHit of another Deformable Mesh Component and was forwarded to this component. For more information see Attachments.
Version 2.1

Previously there was a Is Real Impact parameter but it has been replaced with the Hit Type. A Normal hit equals a Real Impact.

Example

Most of the time you want to ignore History hits, because they are hits that happened in the past. Let's take the Impact Effects (SFX/VFX) for example, they should play/spawn when the component hits something. This obviously should only happen when a hit just happened and that's why we ignore History hits in this case.

Impact Data: This contains information about the hit, e.g. the location, strength and even the original hit result, but the hit result is only available for normal and forwarded normal hits.