UActorComponent::IsRenderStateUpdating
#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();
} See Also
Tags
Version History
Introduced in: 4.20
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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