UActorComponent::ClearNeedEndOfFrameUpdate
#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();
} See Also
Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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