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UActorComponent::SetupActorComponentTickFunction

function Engine Since 4.0
#include "Components/ActorComponent.h"
Access: public

Description

Configures a tick function with standard component tick rules: tick after the actor, skip static or template actors, and respect the owner's pause-tick setting. Returns true if the component meets the criteria to actually tick.

Caveats & Gotchas

  • Returns false (and does not register the tick) if the owning actor is static, a CDO/template, or if the component's tick interval would never fire. Always check the return value before using the tick function.
  • Designed to be called from RegisterComponentTickFunctions, not at arbitrary runtime points. Calling it outside of the registration context may produce undefined tick ordering.

Signature

ENGINE_API bool SetupActorComponentTickFunction(struct FTickFunction* TickFunction)

Parameters

Name Type Description Default
TickFunction struct FTickFunction* The tick function struct to configure and register.

Return Type

bool

Example

Registering a secondary tick function C++
void UMyComponent::RegisterComponentTickFunctions(bool bRegister)
{
    Super::RegisterComponentTickFunctions(bRegister);
    if (bRegister)
    {
        if (SetupActorComponentTickFunction(&MySecondaryTick))
        {
            MySecondaryTick.Target = this;
            // Set tick group after primary tick
            MySecondaryTick.TickGroup = TG_PostPhysics;
        }
    }
    else
    {
        MySecondaryTick.UnRegisterTickFunction();
    }
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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