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Unreal Engine C++ API Reference > Runtime > Engine > Components > UActorComponent
Warnings * This is called concurrently on multiple threads (but never the same component concurrently)
- UActorComponent::DestroyRenderState_Concurrent()
- UDebugDrawComponent::DestroyRenderState_Concurrent()
- ULocalHeightFogComponent::DestroyRenderState_Concurrent()
- UWindDirectionalSourceComponent::DestroyRenderState_Concurrent()
- UModelComponent::DestroyRenderState_Concurrent()
- UPlanarReflectionComponent::DestroyRenderState_Concurrent()
- UReflectionCaptureComponent::DestroyRenderState_Concurrent()
- UGroomComponent::DestroyRenderState_Concurrent()
- URuntimeVirtualTextureComponent::DestroyRenderState_Concurrent()
- UDecalComponent::DestroyRenderState_Concurrent()
- UNiagaraComponent::DestroyRenderState_Concurrent()
- UVolumetricCloudComponent::DestroyRenderState_Concurrent()
- USkyAtmosphereComponent::DestroyRenderState_Concurrent()
- UPhysicsFieldComponent::DestroyRenderState_Concurrent()
- UExponentialHeightFogComponent::DestroyRenderState_Concurrent()
- USkyLightComponent::DestroyRenderState_Concurrent()
- ULightComponent::DestroyRenderState_Concurrent()
- USkinnedMeshComponent::DestroyRenderState_Concurrent()
- UParticleSystemComponent::DestroyRenderState_Concurrent()
- UPrimitiveComponent::DestroyRenderState_Concurrent()
- UDebugDrawComponent::DestroyRenderState_Concurrent()
- UModelComponent::DestroyRenderState_Concurrent()
- UGroomComponent::DestroyRenderState_Concurrent()
- UNiagaraComponent::DestroyRenderState_Concurrent()
- USkinnedMeshComponent::DestroyRenderState_Concurrent()
- UParticleSystemComponent::DestroyRenderState_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 DestroyRenderState_Concurrent&40;&41;
Remarks
Used to shut down any rendering thread structure for this component
This is called concurrently on multiple threads (but never the same component concurrently)