AActor::AddTickPrerequisiteActor
#include "GameFramework/Actor.h"
Access: public
Specifiers: virtualUFUNCTIONBlueprintCallable
Description
Forces this actor's tick to run after the specified actor's tick has completed. Use this to establish data-dependency ordering between actors within the same tick group.
Caveats & Gotchas
- • This only affects the actor's own primary tick function — components owned by this actor are not automatically ordered. Call AddTickPrerequisiteActor/Component on each component separately if needed.
- • Prerequisites only impose ordering within the same tick group. If the prerequisite actor is in a later tick group (e.g., PostPhysics) and this actor is in PrePhysics, the prerequisite is ignored and no ordering is enforced.
- • Adding circular prerequisites (A depends on B, B depends on A) will cause a deadlock in the tick system and stall the frame.
Signature
virtual void AddTickPrerequisiteActor(AActor* PrerequisiteActor) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrerequisiteActor | AActor* | The actor whose tick must complete before this actor ticks. | — |
Return Type
void Example
Ensure turret ticks after its base platform C++
void ATurret::BeginPlay()
{
Super::BeginPlay();
if (BasePlatform)
{
AddTickPrerequisiteActor(BasePlatform);
}
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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