UActorComponent::RecreateRenderState_Concurrent
#include "Components/ActorComponent.h"
Access: public
Description
Immediately destroys and recreates the render state (scene proxy) for this component on the render thread. Prefer MarkRenderStateDirty for normal use — this is the synchronous, lower-level variant.
Caveats & Gotchas
- • Unlike MarkRenderStateDirty, this bypasses the deferred-update path and recreates the proxy right away. This can stall the render thread if called frequently; only use it when immediate recreation is required (e.g. from editor code).
- • This may be called concurrently on multiple components but never on the same component concurrently. If you hold locks or access shared state, ensure they are thread-safe.
- • Because it skips the deferred path, bRenderStateRecreating is NOT set during this call — only MarkRenderStateDirty-initiated recreations set that flag.
Signature
ENGINE_API void RecreateRenderState_Concurrent() Return Type
void Example
Forcing immediate proxy recreation in editor code C++
#if WITH_EDITOR
void UMyComponent::PostEditChangeProperty(FPropertyChangedEvent& PropertyChangedEvent)
{
Super::PostEditChangeProperty(PropertyChangedEvent);
// Immediate recreation needed for editor preview correctness
RecreateRenderState_Concurrent();
}
#endif See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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