Okāhere goes
All I know is that it will compile and not crash (for me).
In the file BlueprintFunctions.h, between lines 16 and 17, put:
public:
UFUNCTION(BlueprintCallable)
static void UpdateDistanceFields();
And, add this to the end of BlueprintFunctions.cpp:
void UBlueprintFunctions::UpdateDistanceFields() {
ForEachObjectOfClass(UPrimitiveComponent::StaticClass(),
[](UObject* Object)
{
UPrimitiveComponent* Comp = Cast<UPrimitiveComponent>(Object);
if (IsValid(Comp) && Comp->IsRegistered()) {
Comp->GetScene()->UpdatePrimitiveDistanceFieldSceneData_GameThread(Comp);
}
}
,true, RF_ClassDefaultObject, EInternalObjectFlags::None);
}
After compiling, there should be a new blueprint node called āUpdateDistanceFieldsā.
Hope it works