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UActorComponent::ClearNeedEndOfFrameUpdate

function Engine Since 4.9
#include "Components/ActorComponent.h"
Access: public Specifiers: inline

Description

Cancels a previously scheduled end-of-frame update or recreate for this component. The inline implementation checks MarkedForEndOfFrameUpdateState first to avoid a function call when nothing is pending.

Caveats & Gotchas

  • This is intended for the engine's internal scheduling logic — calling it from game code can silently drop render updates, causing the component to fall out of sync with the game state.
  • The cheap inline path only skips the internal call when the state is already 0; otherwise it defers to ClearNeedEndOfFrameUpdate_Internal which does the actual queue removal.
  • Does not cancel an in-progress update that has already been dispatched to the render thread.

Signature

void ClearNeedEndOfFrameUpdate();

Return Type

void

Example

Cancel a queued update when the component is about to be destroyed C++
void UMyComponent::BeginDestroy()
{
    // Cancel any pending deferred render update before the component is torn down
    ClearNeedEndOfFrameUpdate();
    Super::BeginDestroy();
}

Version History

Introduced in: 4.9

Version Status Notes
5.6 stable

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