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 byOnComponentHit
. This is independent of replication.History
: A hit that happened in the past and was triggered by replication of theHitHistory
.ForwardedNormal
: A hit that just happened and was triggered byOnComponentHit
of another Deformable Mesh Component and was forwarded to this component. For more information see Attachments.
Previously there was a Is Real Impact parameter but it has been replaced with the Hit Type. A Normal
hit equals a Real Impact.
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.