RealDocs

AActor::RegisterAllActorTickFunctions

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

Description

Registers or unregisters all tick functions for this actor and optionally its components with the world's tick task manager. Called by the engine during actor registration and deregistration.

Caveats & Gotchas

  • Do not override this function — the header comment explicitly states it must not be made virtual. Override RegisterActorTickFunctions() instead if you need to register additional custom tick functions.
  • Calling this manually without understanding the actor's component registration lifecycle can leave tick functions in an inconsistent state, causing ticks to fire after components are unregistered or not fire at all.
  • The bDoComponents flag only affects components that are already registered. Components added or removed after this call need their own tick functions re-registered separately.

Signature

ENGINE_API void RegisterAllActorTickFunctions(bool bRegister, bool bDoComponents);

Parameters

Name Type Description Default
bRegister bool True to register tick functions, false to unregister them.
bDoComponents bool Whether to also apply the registration change to all owned components.

Return Type

void

Example

Custom tick function registration via override C++
// Override RegisterActorTickFunctions (not RegisterAllActorTickFunctions)
void AMyActor::RegisterActorTickFunctions(bool bRegister)
{
	Super::RegisterActorTickFunctions(bRegister);
	if (bRegister)
	{
		MySecondaryTickFunction.Target = this;
		MySecondaryTickFunction.RegisterTickFunction(GetLevel());
	}
	else
	{
		MySecondaryTickFunction.UnRegisterTickFunction();
	}
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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