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UActorComponent::MarkRenderTransformDirty

function Engine Since 4.0
#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();
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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