RealDocs

AActor::MarkNeedsRecomputeBoundsOnceForGame

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

Description

Marks all SceneComponents on this actor that have bComputeBoundsOnceForGame set as needing their cached bounds recomputed the next time UpdateBounds is called. Necessary after a level transform is applied that invalidates cook-time cached bounds.

Caveats & Gotchas

  • Only affects SceneComponents that have the bComputeBoundsOnceForGame flag enabled — components without this flag always recompute bounds normally and are unaffected.
  • The recompute is deferred to the next UpdateBounds call, not immediate — bounds will still be stale until that pass completes.
  • This is typically called automatically by the engine when applying world offsets; manually calling it is only needed in custom level streaming or procedural transform workflows.

Signature

ENGINE_API void MarkNeedsRecomputeBoundsOnceForGame()

Return Type

void

Example

Invalidate cached bounds after a procedural level shift C++
void AMyLevelManager::ApplyLevelOffset(const FVector& Offset)
{
    for (AActor* Actor : LevelActors)
    {
        Actor->SetActorLocation(Actor->GetActorLocation() + Offset);
        Actor->MarkNeedsRecomputeBoundsOnceForGame();
    }
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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