UCharacterMovementComponent::RegisterComponentTickFunctions
#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
} See Also
Tags
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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