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c_cpp
2 years ago
768 B
1
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Never
class UCustomISMC : public UInstancedStaticMeshComponent { // void BeginBatchUpdate() { check(IsInGameThread()); } void EndBatchUpdate(bool bMarkRenderStateDirty = false) { check(IsInGameThread()); Modify(); // Request navigation update - Execute on a single index as it updates everything anyway PartialNavigationUpdate(0); // Force recreation of the render data when proxy is created InstanceUpdateCmdBuffer.Edit(); if (bMarkRenderStateDirty) MarkRenderStateDirty(); } void UsamgeExample() { BeginBatchUpdate(); ParallelFor(PerInstanceSMData.Num(), [=](int Index) { this->PerInstanceSMData[Index].Transform.AddToTranslation(FVector(100, 0, 0)); }); EndBatchUpdate(); } };