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UAbilitySystemComponent::TickComponent

function GameplayAbilities Since 4.15
#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);
}

Version History

Introduced in: 4.15

Version Status Notes
5.6 stable

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