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UKismetSystemLibrary::DelayUntilNextTick

function Engine Blueprint Since 4.0
#include "Kismet/KismetSystemLibrary.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Pauses execution until the calling object's next tick. Because tick groups can run more than once per engine frame, that next tick may still occur within the current frame.

Caveats & Gotchas

  • This waits for the object's own next Tick, not necessarily the next engine frame — for a guaranteed wait until the following frame, use DelayUntilNextFrame instead.
  • Enabling the CVar 'LatentActions.GuaranteeNextTickDelay' changes this function's behavior to guarantee the delay lasts until the next frame's tick, which can shift timing-sensitive Blueprint logic if toggled on an existing project.
  • Calling it again while a previous call is still pending is ignored, matching Delay's re-trigger behavior.

Signature

static void	DelayUntilNextTick(const UObject* WorldContextObject, FLatentActionInfo LatentInfo);

Parameters

Name Type Description Default
WorldContextObject const UObject* World context used to register the latent action.
LatentInfo FLatentActionInfo Hidden latent action bookkeeping struct auto-filled by the Blueprint compiler.

Return Type

void

Example

Defer logic by one tick (Blueprint) Blueprint
Event graph: DelayUntilNextTick node placed after spawning an actor, before reading a property that is only valid once the spawned actor has ticked once.

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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