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AActor::AddTickPrerequisiteComponent

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: virtualUFUNCTIONBlueprintCallable

Description

Forces this actor's tick to run after the specified component's tick has completed. Useful when the actor's logic depends on up-to-date data computed by a specific component.

Caveats & Gotchas

  • Like AddTickPrerequisiteActor, this only applies to the actor's primary tick function, not to its components' tick functions.
  • The prerequisite component must be registered and have ticking enabled; a disabled component tick will not block the actor's tick from firing.

Signature

virtual void AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent)

Parameters

Name Type Description Default
PrerequisiteComponent UActorComponent* The component whose tick must complete before this actor ticks.

Return Type

void

Example

Wait for physics component before reading bone positions C++
void AMyCharacter::BeginPlay()
{
    Super::BeginPlay();
    USkeletalMeshComponent* Mesh = GetMesh();
    if (Mesh)
    {
        AddTickPrerequisiteComponent(Mesh);
    }
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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