UActorComponent::MarkForNeededEndOfFrameUpdate
#include "Components/ActorComponent.h"
Access: public
Description
Schedules a deferred SendRenderTransform_Concurrent / SendRenderDynamicData_Concurrent update for end of frame. If the component is not in a world the update is executed immediately.
Caveats & Gotchas
- • Prefer this over calling SendRenderTransform_Concurrent directly — batching end-of-frame updates avoids redundant render thread commands when the component is dirtied multiple times in one frame.
- • Setting bReadyForEarlyUpdate=true can reduce latency, but the update may then run on a worker thread, so any code it calls must be thread-safe.
- • This only queues the update; the actual render-thread work happens at end of frame (or early if allowed). Do not assume it has run immediately after calling.
Signature
ENGINE_API void MarkForNeededEndOfFrameUpdate(bool bReadyForEarlyUpdate = false); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bReadyForEarlyUpdate | bool | If true, the engine may schedule this update earlier in the frame on a worker thread rather than waiting until strict end-of-frame. | false |
Return Type
void Example
Defer a transform update to end of frame C++
void UMyComponent::SetLocalOffset(FVector NewOffset)
{
LocalOffset = NewOffset;
// Queue a deferred render transform update instead of calling directly
MarkForNeededEndOfFrameUpdate();
} See Also
Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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