Navigation
API > API/Runtime > API/Runtime/Engine
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.
| Name | FTickableGameObject |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Tickable.h |
| Include Path | #include "Tickable.h" |
Syntax
class FTickableGameObject : public FTickableObjectBase
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject
Derived Classes
FTickableGameObject derived class hierarchy
- AGameplayDebuggerPlayerManager
- FEditorTickableLevelBounds
- FAsyncPoseSearchDatabasesManagement
- FCrowdTickHelper
- FDaySequenceModifierComponentTickableBase
- TXRLoadingScreenBase
- FDisplayClusterTickableGameObject
- FDMXInputPort
- FForceFeedbackManager
- FHttpNetworkReplayStreamingFactory
- FInMemoryNetworkReplayStreamer
- FLidarPointCloudLODManager
- FLocalFileNetworkReplayStreamingFactory
- FMotionVectorSimulation
- FNavTestTickHelper
- FNullNetworkReplayStreamer
- FReflexLatencyMarkers
- FRenderGridGenericExecutionQueue
- FRenderTraceQueue
- FSkinWeightProfileManager
- FTestTickHelper
- FTG_InstanceImpl
- TDecoderOutputObjectPool::TObjectPool
- UAISubsystem
- UAjaTimecodeProvider
- UBinkMediaPlayer
- UCEEffectorSubsystem
- UDMXEntityFixturePatch
- UDMXPixelMapping
- UExternalDataLayerEngineSubsystem
- UInputDeviceSubsystem
- ULensFile
- UMidiClockUpdateSubsystem
- UMLAdapterManager
- UMLAdapterSession::FWorldTicker
- URenderGridQueue
- UTargetingSubsystem
- UTickableWorldSubsystem
- UTimecodeSynchronizer
- UUnitTestManager
- FTickablePlaylist
- UARBaseAsyncTaskBlueprintProxy
- UDataLayerEditorSubsystem
- UEnhancedInputEditorSubsystem
- UWebAPISubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
| Registers this instance with the static array of tickable objects. | Tickable.h | ||
| Tickable objects cannot be copied safely due to the auto registration | Tickable.h | ||
FTickableGameObject
(
const FTickableGameObject& |
Tickable.h |
Destructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual ~FTickableGameObject() |
Removes this instance from the static array of tickable objects. | Tickable.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UWorld * GetTickableGameObjectWorld () |
Used to determine the specific world this object is associated with. | Tickable.h | |
virtual bool IsTickableInEditor () |
Used to determine whether the object should be ticked in the editor when there is no gameplay world. | Tickable.h | |
virtual bool IsTickableWhenPaused () |
Used to determine if an object should be ticked when the game is paused. | Tickable.h | |
void SetTickableTickType
(
ETickableTickType NewTickType |
Call to modify the tickable type of this instance. | Tickable.h |
Static
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
static FTickableStatics & GetStatics() |
Returns the tracking struct for this type | Tickable.h | |
static void TickObjects
(
UWorld* World, |
Tick all FTickableGameObject instances that match the parameters. | Tickable.h |
Operators
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
FTickableGameObject & operator=
(
const FTickableGameObject& |
Tickable.h | ||
| Tickable.h |