UActorComponent::MarkForNeededEndOfFrameRecreate
#include "Components/ActorComponent.h"
Access: public
Description
Schedules a full render state recreation at end of frame, destroying and rebuilding the scene proxy. Use when changes require a new proxy rather than just an update to an existing one.
Caveats & Gotchas
- • Recreating the scene proxy is significantly more expensive than a transform or data update — use MarkRenderStateDirty() for property changes that allow an in-place update.
- • If the component is not currently in a world the recreation happens immediately, which can be surprising during construction.
- • Multiple calls in the same frame are coalesced into a single recreate at end of frame.
Signature
ENGINE_API void MarkForNeededEndOfFrameRecreate(); Return Type
void Example
Schedule proxy recreation after a structural mesh change C++
void UMyProceduralComponent::RebuildGeometry()
{
RegenerateMeshData();
// A full proxy recreate is needed because geometry changed structurally
MarkForNeededEndOfFrameRecreate();
} Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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