UActorComponent::RequiresGameThreadEndOfFrameUpdates
#include "Components/ActorComponent.h"
Access: public
Specifiers: virtual
Description
Returns whether end-of-frame updates for this component must execute on the game thread. Override to return true if your SendRenderDynamicData_Concurrent or related functions access game-thread-only state.
Caveats & Gotchas
- • The base UActorComponent implementation returns false, enabling worker-thread updates by default — only opt in to game-thread updates when truly required, as it removes parallelism.
- • If this returns false but your update function accesses non-thread-safe data, you will get non-deterministic crashes that are hard to reproduce.
- • This is queried once when the update is scheduled; you cannot change the requirement dynamically between MarkForNeededEndOfFrameUpdate and the update executing.
Signature
ENGINE_API virtual bool RequiresGameThreadEndOfFrameUpdates() const; Return Type
bool Example
Force game-thread updates for a component that accesses Slate C++
bool UMyWidgetComponent::RequiresGameThreadEndOfFrameUpdates() const
{
// Slate is not thread-safe; force game-thread execution
return true;
} See Also
Tags
Version History
Introduced in: 4.9
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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