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AActor::GetLastRenderTime

function Engine Since unknown
#include "GameFramework/Actor.h"
Access: public Specifiers: virtual

Description

Returns the most recent game time (in seconds) at which any of this actor's components were rendered. Compare against UWorld::GetTimeSeconds() to determine how long ago the actor was last visible.

Caveats & Gotchas

  • Returns 0.0f if the actor has never been rendered — compare against GetWorld()->GetTimeSeconds() and account for this case to avoid treating a never-rendered actor as recently visible.
  • The value is updated by the rendering thread asynchronously — there can be up to one frame of lag between the actor being rendered and this value reflecting it.
  • In UE 5.6, the underlying LastRenderTime field on FActorLastRenderTime was deprecated; this virtual function now reads through that struct's accessor, so subclasses overriding it should still call Super or replicate the struct read.

Signature

ENGINE_API virtual float GetLastRenderTime() const

Return Type

float

Example

Compute seconds since last render C++
float AMyActor::SecondsSinceRendered() const
{
    const float LastRender = GetLastRenderTime();
    if (LastRender <= 0.f)
    {
        return TNumericLimits<float>::Max(); // Never rendered
    }
    return GetWorld()->GetTimeSeconds() - LastRender;
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable Underlying FActorLastRenderTime::LastRenderTime field deprecated; access via this function.

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