AActor::ReceiveTick
#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
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;
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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