RealDocs

AActor::SetTickGroup

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

Description

Assigns this actor's primary tick function to a specific tick group, controlling when in the frame it runs relative to physics and other systems.

Caveats & Gotchas

  • Changing the tick group at runtime after BeginPlay takes effect on the next frame. Prerequisites from AddTickPrerequisiteActor are only honoured within the same tick group — cross-group prerequisites are silently ignored.
  • TG_DuringPhysics ticks concurrently with the physics simulation on a separate thread; reading or writing physics state from this group without synchronisation is a data race.
  • Components on the same actor retain their own tick groups and are not automatically moved when the actor's group changes.

Signature

void SetTickGroup(ETickingGroup NewTickGroup)

Parameters

Name Type Description Default
NewTickGroup ETickingGroup The tick group to assign (e.g. TG_PrePhysics, TG_DuringPhysics, TG_PostPhysics, TG_PostUpdateWork).

Return Type

void

Example

Move actor tick to post-physics C++
AMyPhysicsFollower::AMyPhysicsFollower()
{
    PrimaryActorTick.bCanEverTick = true;
    // Read physics results after simulation completes
    PrimaryActorTick.TickGroup = TG_PostPhysics;
}

// Or at runtime:
void AMyPhysicsFollower::EnablePostPhysicsTick()
{
    SetTickGroup(TG_PostPhysics);
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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