// Fill out your copyright notice in the Description page of Project Settings. #include "MyBlueprintFunctionLibrary.h" void UMyBlueprintFunctionLibrary::MarkRenderStateDirty(UStaticMeshComponent* Comp) { // Comp->MarkRenderStateDirty(); Comp->GetScene()->UpdatePrimitiveDistanceFieldSceneData_GameThread(Comp); } void UMyBlueprintFunctionLibrary::MarkRenderDynamicDataDirty(UStaticMeshComponent* Comp) { Comp->MarkRenderDynamicDataDirty(); }