RealDocs

UActorComponent::OnPreEndOfFrameSync

function Engine Since unknown
#include "Components/ActorComponent.h"
Access: public Specifiers: virtual

Description

Override to perform work — including awaiting async tasks — immediately before the engine sends end-of-frame update data. Runs on the Game Thread and may co-await outstanding tasks.

Caveats & Gotchas

  • This is called only when the component has been marked for pre-end-of-frame sync by the engine (bMarkedForPreEndOfFrameSync must be set). You cannot self-register for this callback directly from game code without engine-level integration.
  • The callback runs after the final tick but before render commands for the frame are submitted; any state mutations here must be thread-safe with respect to the render thread if render state is involved.

Signature

virtual void OnPreEndOfFrameSync() {}

Return Type

void

Example

Flushing async data before frame end C++
// Override in a component that collects async sensor data each frame:
void UMySensorComponent::OnPreEndOfFrameSync()
{
    // Wait for async sensor readback, then apply to state
    AsyncReadbackHandle.WaitForCompletion();
    ApplySensorData(AsyncReadbackHandle.GetResult());
}

Version History

Introduced in: unknown

Version Status Notes
5.6 stable

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