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.
Per-frame update for the ASC.
Called every frame to update the component.
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.
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.
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.
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.
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.
Enables or disables this actor's primary tick function at runtime.
Sets the minimum time between consecutive ticks for this actor's primary tick function.
Enables or disables the primary tick function for this component.
Spawns a game-thread task that calls SetComponentTickEnabled, allowing tick state changes to be queued from non-game threads without requiring a mutex.
Sets the tick interval for this component's primary tick function.
Sets the tick interval for this component's primary tick function with immediate effect, resetting the internal cooldown timer so the next tick fires on the new schedule.
Assigns this actor's primary tick function to a specific tick group, controlling when in the frame it runs relative to physics and other systems.
Changes which tick group this component's primary tick function belongs to, controlling when in the frame it executes relative to physics and other systems.
Controls whether this actor's primary tick function fires while the game is paused.
Controls whether this component's tick continues to fire while the game is paused.
Schedules a callback to fire exactly once at the start of the next frame's timer tick.
Configures a tick function with standard component tick rules: tick after the actor, skip static or template actors, and respect the owner's pause-tick setting.
Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).