UActorComponent::SetTickableWhenPaused
#include "Components/ActorComponent.h"
Access: public
Specifiers: UFUNCTIONBlueprintCallable
Description
Controls whether this component's tick continues to fire while the game is paused. Useful for UI components, timers, and other systems that must remain responsive during pause.
Caveats & Gotchas
- • This sets bTickEvenWhenPaused on the component's primary tick function. It does not affect secondary or custom tick functions — those must be configured separately.
- • Components on actors that are paused via SetActorTickEnabled or whole-world pause will still tick if this is true, which can cause logical inconsistencies if the component depends on the world advancing.
Signature
UFUNCTION(BlueprintCallable, Category="Components|Tick")
ENGINE_API void SetTickableWhenPaused(bool bTickableWhenPaused) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| bTickableWhenPaused | bool | If true, this component's tick function will continue to execute while the game is paused. | — |
Return Type
void Example
Keeping a UI component ticking during pause C++
void UMyPauseMenuComponent::BeginPlay()
{
Super::BeginPlay();
// This component drives pause-menu animations — must tick during pause
SetTickableWhenPaused(true);
} Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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