---
title: UGeometryCollectionComponent API
source: https://dev.epicgames.com/documentation/en-us/unreal-engine/API/Runtime/GeometryCollectionEngine/UGeometryCollectionComponent
version: Unreal Engine 5.8 C++ API Reference (fetched with curl)
fetched: 2026-10-11
note: 原文摘录（英文要点），供 wiki 引用；非全文
---

# UGeometryCollectionComponent API

- DamageModel (EDamageModelTypeEnum) "Damage model to use for evaluating destruction"; DamageThreshold TArray<float> (editable when DamageModel == UserDefined_Damage_Threshold and !bUseSizeSpecificDamageThreshold); bUseSizeSpecificDamageThreshold; bUseMaterialDamageModifiers ("use the modifiers on the material to adjust the user defined damage threshold values"); DamagePropagationData ("Data about how damage propagation should behave").
- bEnableDamageFromCollision: "Whether or not collisions against this geometry collection will apply strain which could cause the geometry collection to fracture."
- EnableClustering; MaxClusterLevel "Maximum level for cluster breaks"; MaxSimulatedLevel; ObjectType (EObjectStateTypeEnum) "how to initialize the rigid objects state, Kinematic, Sleeping, Dynamic".
- RemovalOnSleep: "Allow removal on sleep for the instance if the rest collection has it enabled" (Category ChaosPhysics|Removal).
- Functions: ApplyExternalStrain / ApplyInternalStrain (ItemIndex, Location, Radius, PropagationDepth, PropagationFactor, Strain); CrumbleCluster ("into all its pieces"); ApplyBreakingLinearVelocity; SetAnchoredByIndex / SetAnchoredByBox / SetAnchoredByTransformedBox; DispatchBreakEvent.
