AActor::InvalidateLightingCache
#include "GameFramework/Actor.h"
Access: public
Specifiers: inline
Description
Invalidates the cached static lighting for this actor using default options. In editor builds, delegates to InvalidateLightingCacheDetailed(false). No-ops at runtime.
Caveats & Gotchas
- • This is a no-op outside the editor (guarded by GIsEditor && !GIsDemoMode) — calling it in a shipping build does nothing and is safe but wasteful.
- • The underlying InvalidateLightingCacheDetailed(false) marks all lightmap data as dirty, requiring a lighting rebuild. Overuse in editor tools will force frequent lighting rebuilds.
- • If you only moved the actor (translation only), prefer calling InvalidateLightingCacheDetailed(true) directly to skip full re-computation of non-translation-dependent lighting data.
Signature
void InvalidateLightingCache() Return Type
void Example
Invalidate lighting after programmatically moving an actor in the editor C++
#if WITH_EDITOR
void AMyEditorActor::MoveAndInvalidate(FVector NewLocation)
{
SetActorLocation(NewLocation);
InvalidateLightingCache(); // Mark baked lighting as stale
}
#endif Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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