UActorComponent::MarkRenderTransformDirty
#include "Components/ActorComponent.h"
Access: public
Specifiers: ENGINE_API
Description
Marks the component's transform as dirty so it will be sent to the render thread at the end of the current frame.
Caveats & Gotchas
- • This queues a deferred update — the render thread does not receive the new transform until the end-of-frame flush. Avoid relying on render state being current within the same tick.
- • Should only be called on components that have a valid render state (IsRegistered() and HasBeenCreated()). Calling it on unregistered components is a no-op.
Signature
ENGINE_API void MarkRenderTransformDirty(); Return Type
void Example
Manually mark transform dirty after a procedural offset C++
// After modifying ComponentToWorld directly in a custom component:
void UMyProceduralComponent::ApplyOffset(FVector Offset)
{
ComponentToWorld.SetTranslation(ComponentToWorld.GetTranslation() + Offset);
MarkRenderTransformDirty();
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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