Navigation
API > API/Runtime > API/Runtime/Engine > API/Runtime/Engine/FTickableObjectBase
Implementation struct for internals of ticking, there should be one instance of this for each direct subclass
| Name | FTickableStatics |
| Type | struct |
| Header File | /Engine/Source/Runtime/Engine/Public/Tickable.h |
| Include Path | #include "Tickable.h" |
Syntax
struct FTickableStatics
Variables
Public
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bIsTickingObjects | bool | True if any of the tick arrays are being iterated | Tickable.h | |
| bNeedsCleanup | bool | True if any objects were deleted and this needs cleanup after tick | Tickable.h | |
| NewTickableObjects | TMap< FTickableObjectBase *, ETickableTickType > | Set of objects that have not yet been queried for tick type | Tickable.h | |
| NewTickableObjectsCritical | FTransactionallySafeCriticalSection | Lock for modifying new list, this is automatically acquired by functions below | Tickable.h | |
| TickableObjects | TArray< FTickableObjectBase::FTickableObjectEntry > | List of objects that are fully ticking | Tickable.h | |
| TickableObjectsCritical | FTransactionallySafeCriticalSection | This critical section should be locked during entire tick process | Tickable.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
void FinishTicking() |
Finishes ticking and handle cleanup for entries that were invalidated | Tickable.h | |
void QueueTickableObjectForAdd
(
FTickableObjectBase* InTickable |
Call from anywhere to lock and add to the new objects list | Tickable.h | |
void SetTickTypeForTickableObject
(
FTickableObjectBase* TickableObject, |
Call from anywhere to lock critical sections and set the tick type for an object which could modify both arrays | Tickable.h | |
void StartTicking() |
Call after locking TickableObjectsCritical to process the NewTickableObjects array and prepare for tick | Tickable.h |