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UActorComponent::MarkForNeededEndOfFrameUpdate

function Engine Since 4.9
#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();
}

Version History

Introduced in: 4.9

Version Status Notes
5.6 stable

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