UActorComponent::AddTickPrerequisiteComponent
#include "Components/ActorComponent.h"
Access: public
Specifiers: ENGINE_APIvirtualUFUNCTIONBlueprintCallable
Description
Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.
Caveats & Gotchas
- • The prerequisite must be in the same or earlier tick group for the dependency to be meaningful — cross-group prerequisites have no ordering effect.
- • Avoid adding a component to its own prerequisite chain — circular dependencies are not detected and will cause undefined behavior.
- • The dependency is tracked by pointer; if the prerequisite component is destroyed, stale pointers can cause crashes unless the dependency is explicitly removed first.
Signature
ENGINE_API virtual void AddTickPrerequisiteComponent(UActorComponent* PrerequisiteComponent); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PrerequisiteComponent | UActorComponent* | The component whose tick must complete before this component ticks. | — |
Return Type
void Example
Make an IK component tick after the skeleton component C++
void UIKComponent::SetupDependencies(USkeletalMeshComponent* Skeleton)
{
if (Skeleton)
{
AddTickPrerequisiteComponent(Skeleton);
}
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?