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UBehaviorTreeComponent::TickComponent

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

Description

Drives execution flow processing and ticks active tasks/services/decorators for the running behavior tree each frame. This is the component's per-frame heartbeat.

Caveats & Gotchas

  • Actual per-node ticking can be throttled by ScheduleNextTick and interval decorators — not every node runs logic on every call.
  • Do not call this directly; it is invoked by the actor component tick system based on the component's registered tick function.
  • Ticking can be entirely skipped for a frame if ScheduleNextTick requested a longer delay, so GetAccumulatedTickDeltaTime should be used inside nodes rather than assuming a fixed DeltaTime.

Signature

virtual void TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction) override;

Parameters

Name Type Description Default
DeltaTime float Time in seconds since the last tick.
TickType enum ELevelTick The kind of tick being performed (e.g. viewports-only vs all).
ThisTickFunction FActorComponentTickFunction* The tick function invoking this call.

Return Type

void

Example

Behavior tree ticking is automatic C++
// TickComponent runs automatically once the component is registered and ticking is enabled;
// game code typically never calls it directly.
BehaviorTreeComponent->SetComponentTickEnabled(true);

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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