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UActorComponent::InvalidateLightingCache

function Engine Since 4.0
#include "Components/ActorComponent.h"
Access: public Specifiers: inline

Description

Invalidates the component's cached static lighting with default options. Calls InvalidateLightingCacheDetailed with bInvalidateBuildEnqueuedLighting=true and bTranslationOnly=false.

Caveats & Gotchas

  • This forces a Lightmass rebuild for the component on the next baked-lighting build — call it only when geometry or material changes warrant a re-bake.
  • Has no effect on dynamic/Lumen lighting; it only pertains to statically baked lightmaps.
  • In the editor, this marks the level as needing to be saved — call sparingly to avoid false dirty states.

Signature

void InvalidateLightingCache()

Return Type

void

Example

Invalidate lighting after runtime geometry change C++
void UMyMeshComponent::ApplyProceduralMesh()
{
    // Update the mesh data
    UpdateMeshData();
    // Notify the lighting system the cached data is stale
    InvalidateLightingCache();
    MarkRenderStateDirty();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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