unreal.TickFunction¶
- class unreal.TickFunction¶
Bases:
StructBaseAbstract base class for all tick functions. Registered tick functions are executed by the functions in FTickTaskManagerInterface during the engine tick frame. warning: Most of these functions are not threadsafe. The tick manager stores raw pointers to these structs and accesses them on the game thread, so registered functions cannot be safely destroyed during a tick frame.
C++ Source:
Module: Engine
File: EngineBaseTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_tick_on_dedicated_server(bool): [Read-Write] If we allow this tick to run on a dedicated serverend_tick_group(TickingGroup): [Read-Write] Defines the tick group that this tick function must finish within. Normal synchronous ticks do not need to set this manually. The game thread will stall at the end of this group if the function (or a spawned task) is still in progress.start_with_tick_enabled(bool): [Read-Write] If true, this tick function will start enabled, but can be disabled later on.tick_even_when_paused(bool): [Read-Write] Bool indicating that this function should execute even if the gameplay is paused. Pause ticks are very limited in capabilities.tick_group(TickingGroup): [Read-Write] Defines the first tick group where this function can be executed. These groups determine the relative order of when objects tick during a frame update. If this function has prerequisites, execution may be delayed to a later group.tick_interval(float): [Read-Write] The time in seconds between executions of this tick function. If <= 0 then it will tick every frame.