50 results for "tick"
Called every frame if `PrimaryActorTick.
Called every frame.
Advances all active timers by the given delta time, firing any whose expiry has been reached.
The internal dispatcher called by the PrimaryActorTick function each frame.
Advances the blend space's sample weights and internal playback position for one tick, overriding UAnimationAsset's asset-player tick.
Per-frame update for the ASC.
Called every frame to update the component.
Drives execution flow processing and ticks active tasks/services/decorators for the running behavior tree each frame.
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.
Forces this actor's tick to run after the specified actor's tick has completed.
Adds a dependency so that this component's tick does not run until the specified actor has completed its tick for the frame.
Forces this actor's tick to run after the specified component's tick has completed.
Adds a dependency so that this component's tick does not run until the specified component has completed its tick for the frame.
Returns whether the Blueprint ReceiveTick event is allowed to fire on dedicated servers.
C++ virtual called each physics sub-step when async physics ticking is enabled.
Override to implement custom logic executed every physics sub-step on the physics thread.
Returns true if this actor's primary tick function is allowed to tick.
Pauses execution until the calling object's next tick.
Returns the total delta time accumulated for the current tick, accounting for any frames that were skipped due to ScheduleNextTick throttling.
Returns the current minimum tick interval (in seconds) of this actor's primary tick function.
Returns the tick interval for this component's primary tick function — the frequency in seconds at which it executes.
Returns whether the ASC needs to tick this frame.
Returns the geometry used during the last Tick.
Returns whether this actor's primary tick function is set to tick even when the game is paused.
Returns true if this timer manager has already been ticked during the current frame.
Returns true if this actor's primary tick function is currently enabled.
Returns whether this component's primary tick function is currently enabled.
Schedules a named function to run once on the very next tick, deferring execution by a single frame rather than a fixed time delay.
Sets a timer that fires a bound event on the very next tick, effectively a delegate-based one-frame defer.
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.
Called by the engine when an end-of-frame render update occurs while a tick is still in progress.
Virtual callback invoked when the Update Rate Optimization (URO) system skips the animation tick for this instance.
Called after the synchronous physics scene finishes simulating for the frame, before cloth simulation runs.
The tick function object that drives PostPhysicsTickComponent, run after the physics scene has finished simulating for the frame.
Tick function that runs before the physics simulation step, used to feed movement-derived forces or velocity changes into physics before it advances.
The primary tick function for this actor.
The primary tick function for this component.
Blueprint implementable event called every physics sub-step when async physics ticking is enabled on this actor.
Blueprint-implementable event called on each async physics sub-step when bAsyncPhysicsTickEnabled is true.
The Blueprint implementable version of Tick, called every frame when ticking is enabled.
Blueprint-implementable event called every frame when ticking is enabled on the component.
Registers or unregisters all tick functions for this actor and optionally its components with the world's tick task manager.
Calls the virtual RegisterComponentTickFunctions chain to register or unregister all tick functions for this component.
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.
Removes a previously added actor tick prerequisite so this actor can tick freely again relative to that actor.
Removes a previously added tick dependency on the specified actor, allowing this component to tick without waiting for that actor.
Removes a previously added component tick prerequisite from this actor's primary tick function.
Removes a previously added tick dependency on the specified component, allowing this component to tick without waiting for that component.
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.
Enables or disables this actor's primary tick function at runtime.