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Unreal Engine C++ API Reference > Runtime > Engine > Subsystems
Inheritance Hierarchy
- UObjectBase
- UObjectBaseUtility
- UObject
- USubsystem
- UWorldSubsystem
- UTickableWorldSubsystem
- UAutoDestroySubsystem
- ULandscapeSubsystem
- UMassComponentHitSubsystem
- UMassLODSubsystem
- UMassSignalSubsystem
- UMetaSoundOutputSubsystem
- UPCGSubsystem
- UQuartzSubsystem
- UWaterSubsystem
- UWorldPartitionSubsystem
- UZoneGraphAnnotationSubsystem
- UZoneGraphSubsystem
References
Module | Engine |
Header | /Engine/Source/Runtime/Engine/Public/Subsystems/WorldSubsystem.h |
Include | #include "Subsystems/WorldSubsystem.h" |
Syntax
class UTickableWorldSubsystem :
public UWorldSubsystem,
public FTickableGameObject
Remarks
UTickableWorldSubsystemBase class for auto instanced and initialized systems that share the lifetime of a UWorld and are ticking along with it
Constructors
Type | Name | Description | |
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Functions
Type | Name | Description | |
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bool |
Overridden from USubsystem
Type | Name | Description | |
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void | Deinitialize () |
Implement this for deinitialization of instances of the system |
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void | Initialize
(
FSubsystemCollectionBase& Collection |
USubsystem implementation Begin. |
Overridden from FTickableGameObject
Type | Name | Description | |
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UWorld * | FTickableGameObject implementation Begin. |
Overridden from FTickableObjectBase
Type | Name | Description | |
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TStatId | GetStatId () |
Return the stat id to use for this tickable |
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ETickableTickType | Virtual that can be overloaded by the inheriting class. | |
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bool | Virtual that can be overloaded by the inheriting class. | |
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void | Tick
(
float DeltaTime |
Pure virtual that must be overloaded by the inheriting class. |