RealDocs

UActorComponent::SetTickableWhenPaused

function Engine Blueprint Since 4.0
#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);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

Feedback

Was this helpful?

Suggest an edit

Select a field above to begin editing.