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. Impact Strength is between Min Relevant Impact Strength and Max Hit Deform Percentage.
Before Impact
This event is similar to After Impact but it triggers before the hit is processed.