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UTickableWorldSubsystem Base class for auto instanced and initialized systems that share the lifetime of a UWorld and are ticking along with it. With the default implementation, it will start ticking after Initialize and stop during Deinitialize, and it will call IsTickable every frame (defaults to true) before calling Tick. Subclasses must forward calls to the Initialize/Deinitialize functions to correctly enable ticking.
| Name | UTickableWorldSubsystem |
| Type | class |
| Header File | /Engine/Source/Runtime/Engine/Public/Subsystems/WorldSubsystem.h |
| Include Path | #include "Subsystems/WorldSubsystem.h" |
Syntax
UCLASS (Abstract, MinimalAPI)
class UTickableWorldSubsystem :
public UWorldSubsystem ,
public FTickableGameObject
Inheritance Hierarchy
- FTickableObjectBase → FTickableGameObject → UTickableWorldSubsystem
- UObjectBase → UObjectBaseUtility → UObject → USubsystem → UWorldSubsystem → UTickableWorldSubsystem
Derived Classes
UTickableWorldSubsystem derived class hierarchy
- UAutoDestroySubsystem
- UAvaBoundsProviderSubsystem
- UBuoyancySubsystem
- UColorCorrectRegionsSubsystem
- UCompositeCoreSubsystem
- UDataflowSimulationManager
- UInstancedActorsSubsystem
- UMassTickableSubsystemBase
- UPCGSubsystem
- UPoseSearchInteractionSubsystem
- UProfileGoSubsystem
- UWaterSubsystem
- UWorldPartitionSubsystem
- UZoneGraphAnnotationSubsystem
- UZoneGraphSubsystem
- UShallowWaterSubsystem
- UFFTOceanPatchSubsystem
- ULandscapeSubsystem
- UQuartzSubsystem
- UWorldPartitionHLODEditorSubsystem
Constructors
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
UTickableWorldSubsystem() |
Subsystems/WorldSubsystem.h |
Variables
Protected
| Name | Type | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|---|
| bInitialized | bool | Subsystems/WorldSubsystem.h |
Functions
Public
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
bool IsInitialized() |
Returns true if Initialize has been called but Deinitialize has not | Subsystems/WorldSubsystem.h |
Overridden from USubsystem
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void Deinitialize() |
Implement this for deinitialization of instances of the system | Subsystems/WorldSubsystem.h | |
virtual void Initialize
(
FSubsystemCollectionBase& Collection |
USubsystem implementation Begin. | Subsystems/WorldSubsystem.h |
Overridden from UObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual void BeginDestroy() |
Subsystems/WorldSubsystem.h |
Overridden from FTickableGameObject
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual UWorld * GetTickableGameObjectWorld() |
FTickableGameObject implementation Begin. | Subsystems/WorldSubsystem.h |
Overridden from FTickableObjectBase
| Name | Remarks | Include Path | Unreal Specifiers |
|---|---|---|---|
virtual TStatId GetStatId() |
Return the stat id used to track the performance of this object | Subsystems/WorldSubsystem.h | |
virtual ETickableTickType GetTickableTickType () |
Virtual that can be overloaded by the inheriting class and is called before first tick. | Subsystems/WorldSubsystem.h | |
virtual bool IsAllowedToTick () |
Function called before IsTickable, used to change rules without breaking existing API. | Subsystems/WorldSubsystem.h | |
virtual void Tick
(
float DeltaTime |
Pure virtual that must be overloaded by the inheriting class. | Subsystems/WorldSubsystem.h |