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UCharacterMovementComponent::RegisterComponentTickFunctions

function Engine Since 4.0
#include "GameFramework/CharacterMovementComponent.h"
Access: public Specifiers: virtualoverride

Description

Registers or unregisters this component's tick functions (including the pre-physics and post-physics tick functions) with the actor's tick manager, overriding UActorComponent's base registration.

Caveats & Gotchas

  • Beyond the normal TickComponent tick, this also handles PrePhysicsTickFunction and PostPhysicsTickFunction registration — a plain UActorComponent only manages a single tick function.
  • Called automatically as part of component registration/unregistration (e.g. when the component is registered, or Activate/Deactivate toggles bAutoActivate); manually calling it out of sync with the component's registration state can leave dangling tick registrations.
  • Overriding without calling Super::RegisterComponentTickFunctions() silently drops the pre/post-physics ticks, which breaks root motion and physics-interaction timing without an obvious error.

Signature

virtual void RegisterComponentTickFunctions(bool bRegister) override

Parameters

Name Type Description Default
bRegister bool True to register this component's tick functions with the tick manager, false to unregister them.

Return Type

void

Example

Overriding tick function registration C++
void UMyCharacterMovementComponent::RegisterComponentTickFunctions(bool bRegister)
{
    Super::RegisterComponentTickFunctions(bRegister);
    // Register/unregister any additional custom tick functions here
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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