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Unreal Engine C++ API Reference > Runtime > Engine > Engine > FTickFunction
- FTickFunction::ExecuteTick()
- FConstraintTickFunction::ExecuteTick()
- FNiagaraWorldManagerTickFunction::ExecuteTick()
- FDeformableEndTickFunction::ExecuteTick()
- FParticleSystemWorldManagerTickFunction::ExecuteTick()
- FMassProcessingPhase::ExecuteTick()
- FCharacterMovementComponentPostPhysicsTickFunction::ExecuteTick()
- FSkinWeightProfileManagerTickFunction::ExecuteTick()
- FCharacterMovementComponentPrePhysicsTickFunction::ExecuteTick()
- FSkeletalMeshComponentEndPhysicsTickFunction::ExecuteTick()
- FSkeletalMeshComponentClothTickFunction::ExecuteTick()
- FStartPhysicsTickFunction::ExecuteTick()
- FEndPhysicsTickFunction::ExecuteTick()
- FActorTickFunction::ExecuteTick()
- FTickAnimationSharingFunction::ExecuteTick()
- FActorComponentTickFunction::ExecuteTick()
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h |
Include | #include "Engine/EngineBaseTypes.h" |
virtual void ExecuteTick
&40;
float DeltaTime,
ELevelTick TickType,
ENamedThreads::Type CurrentThread,
const FGraphEventRef & MyCompletionGraphEvent
&41;
Remarks
Abstract function actually execute the tick.
Parameters
Name | Description |
---|---|
DeltaTime | frame time to advance, in seconds |
TickType | kind of tick for this frame |
CurrentThread | thread we are executing on, useful to pass along as new tasks are created |
MyCompletionGraphEvent | completion event for this task. Useful for holding the completetion of this task until certain child tasks are complete. |