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Event On Actor Become Rendered?

So I've been using the "Was Recently Rendered" node in order to optimize blueprint performance by disabling certain functionalities when the actor isn't rendered, and turning them back on when the actor becomes rendered again. Obviously some massive performance increases there. But the main issue with this system is, is that in order for it to switch these functionalities on and off seamlessly, I need to explicitly request their render state every frame. This in itself has a noticeable impact on blueprint performance when you're working with a large number of actors. Even when an actor isn't being rendered, it would need to check its render state every frame for the off chance that it might end up becoming rendered at that moment.

So, I was really just wondering why there isn't (or can't be) an event that calls once whenever an actor's render state changes (OR, if there is some hidden method to accomplish this goal that I've missed haha). Since this would be pretty useful, and since those fellas at Epic are the most legendary people ever, I'm absolutely positive there must be a reason why this wouldn't be a viable performance optimization option, and the reason why is ultimately my question.

Product Version: UE 4.15
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asked Feb 25 '17 at 02:50 PM in Blueprint Scripting

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Alexb10
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avatar image DavidM Mar 04 '19 at 12:05 PM

New ideas on this?

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I am using interface message from animation blueprint to tick wanted code in character blueprint. If you set the skeletal mesh to animate only when rendered, then the update animation in animation blueprint only ticks when rendered. Just send message to "try the pawn owner" connected to that tick.

Works with characters nicely, but havent yet found away for other actors (unless using volume detect). Definitely would be handy.

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answered Sep 12 '17 at 04:37 PM

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SaOk
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