AActor::MarkComponentsRenderStateDirty
#include "GameFramework/Actor.h"
Access: public
Description
Flags all components' render state as dirty, causing them to be re-submitted to the render thread on the next frame. Use this instead of ReregisterAllComponents when only visual state needs updating.
Caveats & Gotchas
- • Much cheaper than ReregisterAllComponents because it does not tear down and rebuild component registrations — it only invalidates cached render data.
- • This does not affect physics state; if you also need physics proxies rebuilt you must do so separately.
Signature
ENGINE_API void MarkComponentsRenderStateDirty(); Return Type
void Example
Force render refresh after a material change C++
// After changing a material parameter at runtime
UMaterialInstanceDynamic* MID = UKismetMaterialLibrary::CreateDynamicMaterialInstance(this, BaseMaterial);
MeshComponent->SetMaterial(0, MID);
MarkComponentsRenderStateDirty(); // ensure render thread picks up the change Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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