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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Components > API/Runtime/Engine/Components/UInstancedStaticMeshComponent > API/Runtime/Engine/Components/UInstancedStaticMeshComponent/BatchUpdateInsta-
- UInstancedStaticMeshComponent::BatchUpdateInstancesTransforms()
- UHierarchicalInstancedStaticMeshComponent::BatchUpdateInstancesTransforms()
References
| Module | Engine |
| Header | /Engine/Source/Runtime/Engine/Classes/Components/InstancedStaticMeshComponent.h |
| Include | #include "Components/InstancedStaticMeshComponent.h" |
| Source | /Engine/Source/Runtime/Engine/Private/InstancedStaticMesh.cpp |
UFUNCTION (BlueprintCallable, Category="Components|InstancedStaticMesh")
virtual bool BatchUpdateInstancesTransforms
(
int32 StartInstanceIndex,
const TArray < FTransform > & NewInstancesTransforms,
bool bWorldSpace,
bool bMarkRenderStateDirty,
bool bTeleport
)
Remarks
Update the transform for an array of instances. True on success.
Parameters
| Name | Description |
|---|---|
| StartInstanceIndex | The starting index of the instances to update |
| NewInstancesTransforms | The new transforms |
| bWorldSpace | If true, the new transforms are interpreted as a World Space transform, otherwise it is interpreted as Local Space |
| bMarkRenderStateDirty | If true, the change should be visible immediately. If you are updating many instances you should only set this to true for the last instance. |
| bTeleport | Whether or not the instances physics should be moved normally, or teleported (moved instantly, ignoring velocity). |