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UBehaviorTreeComponent::ScheduleNextTick

function AIModule Since 4.0
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public

Description

Requests when the behavior tree component should next process a full tick, letting the tree throttle its own update frequency instead of always running every frame.

Caveats & Gotchas

  • Passing FLT_MAX effectively disables ticking until something else (e.g. a new execution request) schedules a nearer tick.
  • Multiple calls in the same frame take the smallest requested delta, so one node requesting a fast tick overrides another requesting a slow one.
  • This affects the whole component's tick cadence, not just the calling node — it's a shared scheduling resource across all active nodes.

Signature

void ScheduleNextTick(float NextDeltaTime);

Parameters

Name Type Description Default
NextDeltaTime float Delay before the next tick; 0.0f means next frame, FLT_MAX means never.

Return Type

void

Example

Throttle tree ticking to twice a second C++
void UMyTask::TickTask(UBehaviorTreeComponent& OwnerComp, uint8* NodeMemory, float DeltaSeconds)
{
	OwnerComp.ScheduleNextTick(0.5f);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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