UActorComponent::MarkRenderDynamicDataDirty
#include "Components/ActorComponent.h"
Access: public
Description
Schedules a lightweight dynamic-data update for this component's scene proxy at end of frame. Use this for per-frame data changes that don't require a full proxy rebuild.
Caveats & Gotchas
- • To receive this update in the proxy, you must override SendRenderDynamicData_Concurrent() on the scene proxy side. If you haven't overridden that method, calling this has no visible effect.
- • Cheaper than MarkRenderStateDirty but still has overhead — avoid calling it every tick unless the data actually changed. Guard it behind a dirty flag or value comparison.
Signature
ENGINE_API void MarkRenderDynamicDataDirty() Return Type
void Example
Updating a per-frame shader parameter without rebuilding the proxy C++
void UMyComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
if (bDynamicDataChanged)
{
MarkRenderDynamicDataDirty();
bDynamicDataChanged = false;
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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