RealDocs

AActor::ReceiveTick

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

Description

The Blueprint implementable version of Tick, called every frame when ticking is enabled. Implement the Event Tick node in Blueprint; override the C++ Tick() virtual instead for C++ subclasses.

Caveats & Gotchas

  • In C++, override Tick() not ReceiveTick(). ReceiveTick is the generated thunk that fires the Blueprint event — calling or overriding it directly in C++ bypasses the Blueprint graph entirely.
  • ReceiveTick is not called on dedicated servers if bAllowReceiveTickEventOnDedicatedServer is false (the default for new actors created after UE 4.24), even though C++ Tick() still runs.

Signature

UFUNCTION(BlueprintImplementableEvent, meta=(DisplayName = "Tick"))
ENGINE_API void ReceiveTick(float DeltaSeconds);

Parameters

Name Type Description Default
DeltaSeconds float Elapsed game time since the last frame, in seconds.

Return Type

void

Examples

Rotate this actor each frame scaled by Delta Seconds Blueprint
Event Tick Delta Seconds Delta Seconds Add Actor World Rotation Target is Actor Target Delta Rotation Sweep false Teleport false Sweep Hit Result float * float 90.0 Make Rotator Pitch 0.0 Yaw Roll 0.0 Return Value Return Value
Edit Blueprint graph Rotate this actor each frame scaled by Delta Seconds
Drag node headers to move · Drag from an output pin to an input pin to connect · Scroll to zoom · Right-click for actions
C++ equivalent — override Tick instead C++
// In C++, override Tick(), not ReceiveTick().
void AMyActor::Tick(float DeltaSeconds)
{
	Super::Tick(DeltaSeconds);
	// Per-frame logic here
	ElapsedTime += DeltaSeconds;
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.