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48 results for "tick" in function

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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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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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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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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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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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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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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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AActor::SetActorTickEnabled Engine

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

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AActor::SetActorTickInterval Engine

Sets the minimum time between consecutive ticks for this actor's primary tick function.

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UActorComponent::SetComponentTickEnabled Engine

Enables or disables the primary tick function for this component.

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UActorComponent::SetComponentTickEnabledAsync Engine

Spawns a game-thread task that calls SetComponentTickEnabled, allowing tick state changes to be queued from non-game threads without requiring a mutex.

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UActorComponent::SetComponentTickInterval Engine

Sets the tick interval for this component's primary tick function.

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UActorComponent::SetComponentTickIntervalAndCooldown Engine

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.

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AActor::SetTickGroup Engine

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.

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UActorComponent::SetTickGroup Engine

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.

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AActor::SetTickableWhenPaused Engine

Controls whether this actor's primary tick function fires while the game is paused.

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UActorComponent::SetTickableWhenPaused Engine

Controls whether this component's tick continues to fire while the game is paused.

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FTimerManager::SetTimerForNextTick Engine

Schedules a callback to fire exactly once at the start of the next frame's timer tick.

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UActorComponent::SetupActorComponentTickFunction Engine

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.

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AActor::ShouldTickIfViewportsOnly Engine

Returns whether this actor should tick in editor viewports (TickType == LEVELTICK_ViewportsOnly).