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API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/Engine
Inheritance Hierarchy
- FTickFunction
- FActorComponentTickFunction
- FActorTickFunction
- FCharacterMovementComponentPostPhysicsTickFunction
- FCharacterMovementComponentPrePhysicsTickFunction
- FConstraintTickFunction
- FDeformableEndTickFunction
- FEndPhysicsTickFunction
- FMassProcessingPhase
- FNiagaraWorldManagerTickFunction
- FParticleSystemWorldManagerTickFunction
- FSkeletalMeshComponentClothTickFunction
- FSkeletalMeshComponentEndPhysicsTickFunction
- FSkinWeightProfileManagerTickFunction
- FStartPhysicsTickFunction
- FTickAnimationSharingFunction
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h |
Include | #include "Engine/EngineBaseTypes.h" |
Syntax
struct FTickFunction
Remarks
Abstract Base class for all tick functions.
Variables
Type | Name | Description | |
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uint8: 1 | bAllowTickOnDedicatedServer | If we allow this tick to run on a dedicated server |
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uint8: 1 | bCanEverTick | If false, this tick function will never be registered and will never tick. |
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uint8: 1 | bHighPriority | Run this tick first within the tick group, presumably to start async tasks that must be completed with this tick group, hiding the latency. |
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uint8: 1 | bRunOnAnyThread | If false, this tick will run on the game thread, otherwise it will run on any thread in parallel with the game thread and in parallel with other "async ticks" |
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uint8: 1 | bStartWithTickEnabled | If true, this tick function will start enabled, but can be disabled later on. |
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uint8: 1 | bTickEvenWhenPaused | Bool indicating that this function should execute even if the game is paused. |
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TEnumAsByte< enum ETickingGroup > | EndTickGroup | Defines the tick group that this tick function must finish in. |
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TEnumAsByte< enum ETickingGroup > | TickGroup | Defines the minimum tick group for this tick function. |
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float | TickInterval | The frequency in seconds at which this tick function will be executed. |
Constructors
Type | Name | Description | |
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Default constructor, intitalizes to reasonable defaults |
Destructors
Type | Name | Description | |
---|---|---|---|
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Destructor, unregisters the tick function |
Functions
Type | Name | Description | |
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void | AddPrerequisite
(
UObject* TargetObject, |
Adds a tick function to the list of prerequisites...in other words, adds the requirement that TargetTickFunction is called before this tick function is |
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TEnumAsByte< enum ETickingGroup > | Gets the action tick group that this function will be required to end in. | |
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TEnumAsByte< enum ETickingGroup > | Gets the action tick group that this function will be elligible to start in. | |
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FGraphEventRef | Gets the current completion handle of this tick function, so it can be delayed until a later point when some additional tasks have been completed. | |
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float | ||
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TArray< struct FTickPrerequisite > & | ||
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const TArray< struct FTickPrerequisite > & | ||
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bool | Returns whether it is valid to access this tick function's completion handle | |
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bool | Returns whether the tick function is currently enabled | |
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bool | See if the tick function is currently registered | |
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void | RegisterTickFunction
(
ULevel* Level |
Adds the tick function to the primary list of tick functions. |
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void | RemovePrerequisite
(
UObject* TargetObject, |
Removes a prerequisite that was previously added. |
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void | SetPriorityIncludingPrerequisites
(
bool bInHighPriority |
Sets this function to hipri and all prerequisites recursively |
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void | SetTickFunctionEnable
(
bool bInEnabled |
Enables or disables this tick function. |
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void | Removes the tick function from the primary list of tick functions. | |
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void | UpdateTickIntervalAndCoolDown
(
float NewTickInterval |
Update tick interval in the system and overwrite the current cooldown if any. |
Enums
Type | Name | Description | |
---|---|---|---|
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ETickState |