UActorComponent::RequiresGameThreadEndOfFrameRecreate
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtual
Description
Returns whether end-of-frame scene proxy recreations for this component must happen on the game thread. Similar to RequiresGameThreadEndOfFrameUpdates but governs the heavier recreate path.
Caveats & Gotchas
- • Proxy recreation involves calling CreateSceneProxy, which accesses render objects; most components can do this off the game thread, but components using Slate or other GT-only systems cannot.
- • Returning true from this but false from RequiresGameThreadEndOfFrameUpdates is valid — the two functions govern different code paths.
- • The base implementation returns false; only override when your CreateSceneProxy or DestroyRenderState_Concurrent implementations truly require the game thread.
Signature
ENGINE_API virtual bool RequiresGameThreadEndOfFrameRecreate() const; Return Type
bool Example
Require game thread for proxy recreation C++
bool UMySpecialComponent::RequiresGameThreadEndOfFrameRecreate() const
{
// Our CreateSceneProxy accesses a UTexture2D asset, which is not MT-safe
return true;
} See Also
Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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