RealDocs

UActorComponent::IsRenderStateUpdating

function Engine Since 4.20
#include "Components/ActorComponent.h"
Access: public

Description

Returns true while DoDeferredRenderUpdates_Concurrent is actively sending this component's render data to the render thread.

Caveats & Gotchas

  • Querying this flag from the game thread while the render thread is consuming the update creates a data race — it is intended to be checked from within engine-internal concurrent update paths, not from gameplay code.
  • In practice this flag is rarely needed outside of engine internals. If you find yourself checking it in gameplay code, consider whether a higher-level guard (IsRenderStateCreated, a delegate) is more appropriate.

Signature

bool IsRenderStateUpdating() const

Return Type

bool

Example

Engine internal guard pattern C++
// Typical engine-internal usage:
if (!MyComponent->IsRenderStateUpdating())
{
	// Safe to modify render-state inputs before the next flush
	MyComponent->MarkRenderDynamicDataDirty();
}

Version History

Introduced in: 4.20

Version Status Notes
5.6 stable

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