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50 results for "tick"

function
AActor::Tick Engine

Called every frame if `PrimaryActorTick.

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AAIController::Tick AIModule

Called every frame.

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FTimerManager::Tick Engine

Advances all active timers by the given delta time, firing any whose expiry has been reached.

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AActor::TickActor Engine

The internal dispatcher called by the PrimaryActorTick function each frame.

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UBlendSpace::TickAssetPlayer Engine

Advances the blend space's sample weights and internal playback position for one tick, overriding UAnimationAsset's asset-player tick.

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UAbilitySystemComponent::TickComponent GameplayAbilities

Per-frame update for the ASC.

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UActorComponent::TickComponent Engine

Called every frame to update the component.

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UBehaviorTreeComponent::TickComponent AIModule

Drives execution flow processing and ticks active tasks/services/decorators for the running behavior tree each frame.

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UCharacterMovementComponent::TickComponent Engine

Drives the movement simulation each frame — computes acceleration and rotation for locally controlled characters, or replicates the move to the server for network clients, as described in the class's networking overview comment.

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AActor::AddTickPrerequisiteActor Engine

Forces this actor's tick to run after the specified actor's tick has completed.

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UActorComponent::AddTickPrerequisiteActor Engine

Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.

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AActor::AddTickPrerequisiteComponent Engine

Forces this actor's tick to run after the specified component's tick has completed.

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UActorComponent::AddTickPrerequisiteComponent Engine

Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.

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AActor::AllowReceiveTickEventOnDedicatedServer Engine

Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.

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AActor::AsyncPhysicsTickActor Engine

C++ virtual called each physics sub-step when async physics ticking is enabled.

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UActorComponent::AsyncPhysicsTickComponent Engine

Override to implement custom logic executed every physics sub-step on the physics thread.

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AActor::CanEverTick Engine

Returns true if this actor's primary tick function is allowed to tick.

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UKismetSystemLibrary::DelayUntilNextTick Engine

Pauses execution until the calling object's next tick.

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UBehaviorTreeComponent::GetAccumulatedTickDeltaTime AIModule

Returns the total delta time accumulated for the current tick, accounting for any frames that were skipped due to ScheduleNextTick throttling.

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AActor::GetActorTickInterval Engine

Returns the current minimum tick interval (in seconds) of this actor's primary tick function.

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UActorComponent::GetComponentTickInterval Engine

Returns the tick interval for this component's primary tick function — the frequency in seconds at which it executes.

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UAbilitySystemComponent::GetShouldTick GameplayAbilities

Returns whether the ASC needs to tick this frame.

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UWidget::GetTickSpaceGeometry UMG

Returns the geometry used during the last Tick.

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AActor::GetTickableWhenPaused Engine

Returns whether this actor's primary tick function is set to tick even when the game is paused.

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FTimerManager::HasBeenTickedThisFrame Engine

Returns true if this timer manager has already been ticked during the current frame.

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AActor::IsActorTickEnabled Engine

Returns true if this actor's primary tick function is currently enabled.

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UActorComponent::IsComponentTickEnabled Engine

Returns whether this component's primary tick function is currently enabled.

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UKismetSystemLibrary::K2_SetTimerForNextTick Engine

Schedules a named function to run once on the very next tick, deferring execution by a single frame rather than a fixed time delay.

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UKismetSystemLibrary::K2_SetTimerForNextTickDelegate Engine

Sets a timer that fires a bound event on the very next tick, effectively a delegate-based one-frame defer.

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UAnimInstance::MakeMontageTickRecord Engine

Builds the per-tick evaluation record for a montage, computing which sync markers were crossed and the weighted contribution of the montage to the pose.

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UActorComponent::OnEndOfFrameUpdateDuringTick Engine

Called by the engine when an end-of-frame render update occurs while a tick is still in progress.

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UAnimInstance::OnUROSkipTickAnimation Engine

Virtual callback invoked when the Update Rate Optimization (URO) system skips the animation tick for this instance.

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UCharacterMovementComponent::PostPhysicsTickComponent Engine

Called after the synchronous physics scene finishes simulating for the frame, before cloth simulation runs.

property
UCharacterMovementComponent::PostPhysicsTickFunction Engine

The tick function object that drives PostPhysicsTickComponent, run after the physics scene has finished simulating for the frame.

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UCharacterMovementComponent::PrePhysicsTickComponent Engine

Tick function that runs before the physics simulation step, used to feed movement-derived forces or velocity changes into physics before it advances.

property
AActor::PrimaryActorTick Engine

The primary tick function for this actor.

property
UActorComponent::PrimaryComponentTick Engine

The primary tick function for this component.

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AActor::ReceiveAsyncPhysicsTick Engine

Blueprint implementable event called every physics sub-step when async physics ticking is enabled on this actor.

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UActorComponent::ReceiveAsyncPhysicsTick Engine

Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true.

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AActor::ReceiveTick Engine

The Blueprint implementable version of Tick, called every frame when ticking is enabled.

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UActorComponent::ReceiveTick Engine

Blueprint-implementable event called every frame when ticking is enabled on the component.

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AActor::RegisterAllActorTickFunctions Engine

Registers or unregisters all tick functions for this actor and optionally its components with the world's tick task manager.

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UActorComponent::RegisterAllComponentTickFunctions Engine

Calls the virtual RegisterComponentTickFunctions chain to register or unregister all tick functions for this component.

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UCharacterMovementComponent::RegisterComponentTickFunctions Engine

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.

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AActor::RemoveTickPrerequisiteActor Engine

Removes a previously added actor tick prerequisite so this actor can tick freely again relative to that actor.

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UActorComponent::RemoveTickPrerequisiteActor Engine

Removes a previously added tick dependency on the specified actor, allowing this component to tick without waiting for that actor.

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AActor::RemoveTickPrerequisiteComponent Engine

Removes a previously added component tick prerequisite from this actor's primary tick function.

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UActorComponent::RemoveTickPrerequisiteComponent Engine

Removes a previously added tick dependency on the specified component, allowing this component to tick without waiting for that component.

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UBehaviorTreeComponent::ScheduleNextTick AIModule

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.

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AActor::SetActorTickEnabled Engine

Enables or disables this actor's primary tick function at runtime.