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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UActorComponent
Warnings * This is called concurrently on multiple threads (but never the same component concurrently)
- UActorComponent::CreateRenderState_Concurrent()
- UDebugDrawComponent::CreateRenderState_Concurrent()
- UDecalComponent::CreateRenderState_Concurrent()
- UExponentialHeightFogComponent::CreateRenderState_Concurrent()
- ULightComponent::CreateRenderState_Concurrent()
- ULightmassPortalComponent::CreateRenderState_Concurrent()
- ULocalFogVolumeComponent::CreateRenderState_Concurrent()
- UModelComponent::CreateRenderState_Concurrent()
- UParticleSystemComponent::CreateRenderState_Concurrent()
- UPhysicsFieldComponent::CreateRenderState_Concurrent()
- UPlanarReflectionComponent::CreateRenderState_Concurrent()
- UPrimitiveComponent::CreateRenderState_Concurrent()
- UDebugDrawComponent::CreateRenderState_Concurrent()
- UModelComponent::CreateRenderState_Concurrent()
- UParticleSystemComponent::CreateRenderState_Concurrent()
- USkinnedMeshComponent::CreateRenderState_Concurrent()
- UStaticMeshComponent::CreateRenderState_Concurrent()
- UReflectionCaptureComponent::CreateRenderState_Concurrent()
- URuntimeVirtualTextureComponent::CreateRenderState_Concurrent()
- USkinnedMeshComponent::CreateRenderState_Concurrent()
- USkyAtmosphereComponent::CreateRenderState_Concurrent()
- USkyLightComponent::CreateRenderState_Concurrent()
- UStaticMeshComponent::CreateRenderState_Concurrent()
- UVolumetricCloudComponent::CreateRenderState_Concurrent()
- UWindDirectionalSourceComponent::CreateRenderState_Concurrent()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/ActorComponent.h |
| Include | #include "Components/ActorComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp |
virtual void CreateRenderState_Concurrent
(
FRegisterComponentContext * Context
)
Remarks
Used to create any rendering thread information for this component
This is called concurrently on multiple threads (but never the same component concurrently)