UActorComponent::ReceiveTick
#include "Components/ActorComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintImplementableEvent
Description
Blueprint-implementable event called every frame when ticking is enabled on the component. Implement this in a Blueprint subclass instead of overriding TickComponent in C++.
Caveats & Gotchas
- • In C++ subclasses override TickComponent instead — ReceiveTick is generated glue code for the Blueprint VM and calling it directly from C++ is a no-op unless the Blueprint layer has an implementation.
- • The component must have bComponentTickEnabled set to true and must be registered for this event to fire; disabled or unregistered components never receive it.
Signature
ENGINE_API void ReceiveTick(float DeltaSeconds) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| DeltaSeconds | float | Time in seconds since the last tick. | — |
Return Type
void Example
Blueprint Tick override equivalent in C++ C++
// Prefer TickComponent in C++ subclasses:
void UMyComponent::TickComponent(float DeltaTime, ELevelTick TickType, FActorComponentTickFunction* ThisTickFunction)
{
Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
// per-frame logic here
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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