unreal.TickFunction
¶
- class unreal.TickFunction¶
Bases:
StructBase
Abstract Base class for all tick functions.
C++ Source:
Module: Engine
File: EngineBaseTypes.h
Editor Properties: (see get_editor_property/set_editor_property)
allow_tick_on_dedicated_server
(bool): [Read-Write] Allow Tick on Dedicated Server: If we allow this tick to run on a dedicated serverend_tick_group
(TickingGroup): [Read-Write] End Tick Group: Defines the tick group that this tick function must finish in. These groups determine the relative order of when objects tick during a frame update. see: ETickingGroupstart_with_tick_enabled
(bool): [Read-Write] Start with Tick Enabled: If true, this tick function will start enabled, but can be disabled later on.tick_even_when_paused
(bool): [Read-Write] Tick Even when Paused: Bool indicating that this function should execute even if the game is paused. Pause ticks are very limited in capabilities. *tick_group
(TickingGroup): [Read-Write] Tick Group: Defines the minimum tick group for this tick function. These groups determine the relative order of when objects tick during a frame update. Given prerequisites, the tick may be delayed. see: ETickingGroup see: FTickFunction::AddPrerequisite()tick_interval
(float): [Read-Write] Tick Interval: The frequency in seconds at which this tick function will be executed. If less than or equal to 0 then it will tick every frame