Example #1
0
void UActorComponent::MarkForNeededEndOfFrameUpdate()
{
	if (bNeverNeedsRenderUpdate)
	{
		return;
	}

	UWorld* ComponentWorld = GetWorld();
	if (ComponentWorld)
	{
		ComponentWorld->MarkActorComponentForNeededEndOfFrameUpdate(this, RequiresGameThreadEndOfFrameUpdates());
	}
	else if (!HasAnyFlags(RF_Unreachable))
	{
		// we don't have a world, do it right now.
		DoDeferredRenderUpdates_Concurrent();
	}
}