UActorComponent::DoDeferredRenderUpdates_Concurrent
#include "Components/ActorComponent.h"
Access: public
Description
Processes pending render state, dynamic data, and instance data updates for this component by dispatching the appropriate commands to the render thread. Called automatically by the engine at end-of-frame.
Caveats & Gotchas
- • Do not call this directly from gameplay code. The engine dispatches it automatically; calling it manually can cause double-update races on the render thread.
- • This function may be called concurrently from worker threads on different components, but never on the same component simultaneously. Non-thread-safe state must not be accessed inside an override.
Signature
ENGINE_API void DoDeferredRenderUpdates_Concurrent() Return Type
void Example
Understanding what triggers this call C++
// You mark your component dirty in gameplay code:
MyMeshComponent->MarkRenderStateDirty();
// The engine then automatically calls DoDeferredRenderUpdates_Concurrent()
// at the end of the frame for all dirty components.
// You do NOT need to call it yourself. See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?