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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <Tickable.h>
Inheritance diagram for FTickableObjectBase:Classes | |
| struct | FTickableObjectEntry |
| struct | FTickableStatics |
Public Member Functions | |
| virtual void | Tick (float DeltaTime)=0 |
| virtual ETickableTickType | GetTickableTickType () const |
| virtual bool | IsTickable () const |
| virtual bool | IsAllowedToTick () const |
| virtual TStatId | GetStatId () const =0 |
Static Protected Member Functions | |
| static ENGINE_API void | SimpleTickObjects (FTickableStatics &Statics, TFunctionRef< void(FTickableObjectBase *)> TickFunc) |
Base class for tickable objects
Return the stat id used to track the performance of this object
Implemented in FCrowdTickHelper, FPinDeletionQueue, FNavTestTickHelper, UAISubsystem, UAIPerceptionSystem, UQuartzSubsystem, UARBaseAsyncTaskBlueprintProxy, UAutoDestroySubsystem, UInputDeviceSubsystem, FPhysicsThreadSyncCaller, FStreamableDelegateDelayHelper, FSkinWeightProfileManager, UExternalDataLayerEngineSubsystem, UWorldPartitionSubsystem, UDataflowSimulationManager, ULandscapeSubsystem, FHttpNetworkReplayStreamingFactory, FInMemoryNetworkReplayStreamer, FLocalFileNetworkReplayStreamingFactory, FNullNetworkReplayStreamer, and FSlateRHIResourceManager.
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inlinevirtual |
Virtual that can be overloaded by the inheriting class and is called before first tick. It is used to determine whether an object can possibly tick, and if not, it will not get added to the tickable objects array. If the tickable tick type is Conditional then the virtual IsTickable will be called to determine whether to tick the object on each given frame.
Reimplemented in UAISubsystem, UAutoDestroySubsystem, UInputDeviceSubsystem, FStreamableDelegateDelayHelper, UTickableWorldSubsystem, UExternalDataLayerEngineSubsystem, UWorldPartitionSubsystem, UDataflowSimulationManager, ULandscapeSubsystem, FHttpNetworkReplayStreamingFactory, FInMemoryNetworkReplayStreamer, FLocalFileNetworkReplayStreamingFactory, FNullNetworkReplayStreamer, and FSlateRHIResourceManager.
Function called before IsTickable, used to change rules without breaking existing API. This was used to allow checking for tickable safety before calling GetTickableGameObjectWorld.
Reimplemented in UTickableWorldSubsystem.
Virtual that can be overloaded by the inheriting class. It is used to determine whether an object should be conditionally ticked.
Reimplemented in FCrowdTickHelper, FNavTestTickHelper, UQuartzSubsystem, UARBaseAsyncTaskBlueprintProxy, UInputDeviceSubsystem, FPinDeletionQueue, FSkinWeightProfileManager, and UExternalDataLayerEngineSubsystem.
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staticprotected |
Perform a simple tick using a class-specific statics struct and a function ref
Pure virtual that must be overloaded by the inheriting class. It will be called at different times in the frame depending on the subclass.
| DeltaTime | Game time passed since the last call. |
Implemented in UWorldPartitionSubsystem, FInMemoryNetworkReplayStreamer, FNullNetworkReplayStreamer, FSlateRHIResourceManager, FCrowdTickHelper, FNavTestTickHelper, UAISubsystem, UAIPerceptionSystem, UQuartzSubsystem, UARBaseAsyncTaskBlueprintProxy, UAutoDestroySubsystem, FPinDeletionQueue, FPhysicsThreadSyncCaller, FStreamableDelegateDelayHelper, FSkinWeightProfileManager, UTickableWorldSubsystem, UExternalDataLayerEngineSubsystem, UDataflowSimulationManager, ULandscapeSubsystem, FHttpNetworkReplayStreamingFactory, FLocalFileNetworkReplayStreamingFactory, and UInputDeviceSubsystem.