Navigation
Unreal Engine C++ API Reference > Runtime > Engine
Inheritance Hierarchy
- FTickableObjectBase
- FTickableGameObject
- AGameplayDebuggerPlayerManager
- FCrowdTickHelper
- FDisplayClusterTickableGameObject
- FDMXInputPort
- FEditorTickableLevelBounds
- ALevelBounds
- FForceFeedbackManager
- FHttpNetworkReplayStreamingFactory
- FLidarPointCloudLODManager
- FLocalFileNetworkReplayStreamingFactory
- FMotionVectorSimulation
- FNavTestTickHelper
- FNullNetworkReplayStreamer
- FReflexLatencyMarkers
- FRenderGridGenericExecutionQueue
- FRenderTraceQueue
- FSkinWeightProfileManager
- FTestTickHelper
- FTickablePlaylist
- UAISubsystem
- UAIPerceptionSystem
- UEnvQueryManager
- UAjaTimecodeProvider
- UAppleImageUtilsBaseAsyncTaskBlueprintProxy
- UAppleVisionDetectFacesAsyncTaskBlueprintProxy
- UARBaseAsyncTaskBlueprintProxy
- UARGetCandidateObjectAsyncTaskBlueprintProxy
- UARSaveWorldAsyncTaskBlueprintProxy
- UCheckGeoTrackingAvailabilityAsyncTaskBlueprintProxy
- UGetGeoLocationAsyncTaskBlueprintProxy
- UBinkMediaPlayer
- UCommonBoundActionBar
- UContextualAnimManager
- UDataLayerEditorSubsystem
- UDMXEntityFixturePatch
- UEnhancedInputEditorSubsystem
- UInputDeviceSubsystem
- ULensFile
- UMLAdapterManager
- UMLAdapterNoRPCManager
- UMLAdapterSession::FWorldTicker
- URenderGridQueue
- UTickableWorldSubsystem
- UAutoDestroySubsystem
- ULandscapeSubsystem
- UMassComponentHitSubsystem
- UMassLODSubsystem
- UMassSignalSubsystem
- UMetaSoundOutputSubsystem
- UPCGSubsystem
- UQuartzSubsystem
- UWaterSubsystem
- UWorldPartitionSubsystem
- UZoneGraphAnnotationSubsystem
- UZoneGraphSubsystem
- UTimecodeSynchronizer
- UUnitTestManager
- UWebAPISubsystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Tickable.h |
Include | #include "Tickable.h" |
Syntax
class FTickableGameObject : public FTickableObjectBase
Remarks
This class provides common registration for gamethread tickable objects. It is an abstract base class requiring you to implement the Tick() and GetStatId() methods. Can optionally also be ticked in the Editor, allowing for an object that both ticks during edit time and at runtime.
Constructors
Type | Name | Description | |
---|---|---|---|
![]() |
Registers this instance with the static array of tickable objects. |
Destructors
Type | Name | Description | |
---|---|---|---|
![]() ![]() |
Removes this instance from the static array of tickable objects. |
Functions
Type | Name | Description | |
---|---|---|---|
![]() ![]() ![]() |
UWorld * | ||
![]() ![]() ![]() |
bool | Used to determine whether the object should be ticked in the editor. | |
![]() ![]() ![]() |
bool | Used to determine if an object should be ticked when the game is paused. | |
![]() ![]() |
void | TickObjects
(
UWorld* World, |