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AActor::TickActor

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

Description

The internal dispatcher called by the PrimaryActorTick function each frame. It checks conditions (paused, pending kill, tick type) and delegates to Tick(). Rarely overridden by game code.

Caveats & Gotchas

  • Override Tick() for per-frame logic, not TickActor(). TickActor handles the pre-conditions — if you override it without calling Super, you must replicate all the guard checks (paused state, LEVELTICK_ViewportsOnly handling, etc.) yourself.
  • ThisTickFunction.GetCompletionHandle() can be used inside this function to set up tasks that must finish before this actor's tick is considered done (useful for async work tied to the tick).
  • TickType is not always LEVELTICK_All — in editor viewport preview, it may be LEVELTICK_ViewportsOnly. ShouldTickIfViewportsOnly() controls whether the actor ticks in that mode.

Signature

ENGINE_API virtual void TickActor( float DeltaTime, enum ELevelTick TickType, FActorTickFunction& ThisTickFunction );

Parameters

Name Type Description Default
DeltaTime float Time elapsed since the last tick.
TickType enum ELevelTick The type of tick (e.g. LEVELTICK_All, LEVELTICK_ViewportsOnly). Controls which actors should tick.
ThisTickFunction FActorTickFunction& The tick function object that triggered this call; useful for adding completion prerequisites.

Return Type

void

Example

Override Tick, not TickActor C++
// Correct: override Tick for per-frame logic
void AMyActor::Tick(float DeltaTime)
{
	Super::Tick(DeltaTime);
	// Your logic here
}

// TickActor() calls Tick() after validating conditions;
// you rarely need to override it.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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