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AActor::WasRecentlyRendered

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

Description

Returns true if any of this actor's primitive components have been rendered within the last Tolerance seconds of game time. Commonly used to skip updates on off-screen actors.

Caveats & Gotchas

  • Returns false for actors that have never been rendered at all, even if they are in the camera frustum — render time is only updated once the GPU has actually processed the component, so this will read false on the first frame.
  • Uses game time, not wall-clock time — in slow-motion or paused scenarios the tolerance window stretches accordingly, potentially returning true for longer than expected.
  • An actor hidden via SetActorHiddenInGame(true) will have a stale LastRenderTime that grows over time, so this will return false quickly after hiding — be aware when toggling visibility dynamically.

Signature

UFUNCTION(Category="Rendering", BlueprintCallable, meta=(DisplayName="Was Actor Recently Rendered", Keywords="scene visible"))
ENGINE_API bool WasRecentlyRendered(float Tolerance = 0.2f) const

Parameters

Name Type Description Default
Tolerance float How many seconds ago the last render time can be and still count as 'recently rendered'. Defaults to 0.2 seconds. 0.2f

Return Type

bool

Example

Skip expensive AI update for off-screen enemies C++
void AMyEnemy::Tick(float DeltaTime)
{
    Super::Tick(DeltaTime);
    if (!WasRecentlyRendered(0.5f))
    {
        // Skip expensive perception and animation updates
        return;
    }
    RunFullAIUpdate(DeltaTime);
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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