UAbilitySystemComponent::TickComponent
#include "AbilitySystemComponent.h"
Access: public
Specifiers: virtualoverride
Description
Per-frame update for the ASC. Ticks active gameplay effects (duration, period), drives ability tasks, and processes replicated montage data.
Caveats & Gotchas
- • The ASC uses dynamic tick toggling via GetShouldTick — the component will not tick at all when it has no active effects or tasks, so do not rely on TickComponent firing every frame.
- • Always call Super::TickComponent() when overriding; skipping it stops duration-based gameplay effects from progressing and breaks periodic effects.
Signature
virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DeltaTime | float | Time in seconds since the last tick. | — |
| TickType | enum ELevelTick | What kind of tick this is (game, editor, etc.). | — |
| ThisTickFunction | FActorComponentTickFunction* | The tick function struct that triggered this call. | — |
Return Type
void Example
Override that adds custom logic alongside the default tick C++
void UMyAbilitySystemComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// Custom per-frame logic here
UpdateDebugOverlay(DeltaTime);
} Tags
Version History
Introduced in: 4.15
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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