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UDocumentation UE5.7 10.02.2026 (Source)
API documentation for Unreal Engine 5.7
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#include <EngineBaseTypes.h>
Inheritance diagram for FTickFunction:Friends | |
| class | FTickTaskSequencer |
| class | FTickTaskManager |
| class | FTickTaskLevel |
Abstract Base class for all tick functions.
| FTickFunction::FTickFunction | ( | ) |
Default constructor, intitalizes to reasonable defaults
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virtual |
Destructor, unregisters the tick function
| void FTickFunction::AddPrerequisite | ( | UObject * | TargetObject, |
| struct FTickFunction & | TargetTickFunction | ||
| ) |
Adds a tick function to the list of prerequisites...in other words, adds the requirement that TargetTickFunction is called before this tick function is
| TargetObject | - UObject containing this tick function. Only used to verify that the other pointer is still usable |
| TargetTickFunction | - Actual tick function to use as a prerequisite |
Returns the delta time to use when ticking this function given the delta time and world. This also updates internal tracking data
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virtual |
Returns true if bDispatchManually is set and this has a task that can be triggered right now.
| void FTickFunction::ClearTaskInformation | ( | ) |
Clear any current task information such as the completion handle, called after execution
Function to give a 'context' for this tick, used for grouped active tick reporting
Reimplemented in FSkeletalMeshComponentEndPhysicsTickFunction, FSkeletalMeshComponentClothTickFunction, FActorTickFunction, FActorComponentTickFunction, FStartPhysicsTickFunction, FEndPhysicsTickFunction, FCharacterMovementComponentPostPhysicsTickFunction, FCharacterMovementComponentPrePhysicsTickFunction, FParticleSystemWorldManagerTickFunction, FTestTickFunction, FSkinWeightProfileManagerTickFunction, UE::Tick::FWorkQueueTickFunction, and FMassProcessingPhase.
Abstract function to describe this tick. Used to print messages about illegal cycles in the dependency graph
Reimplemented in FSkeletalMeshComponentEndPhysicsTickFunction, FSkeletalMeshComponentClothTickFunction, FActorTickFunction, FActorComponentTickFunction, FStartPhysicsTickFunction, FEndPhysicsTickFunction, FCharacterMovementComponentPostPhysicsTickFunction, FCharacterMovementComponentPrePhysicsTickFunction, FParticleSystemWorldManagerTickFunction, FTestTickFunction, FSkinWeightProfileManagerTickFunction, UE::Tick::FWorkQueueTickFunction, FConstraintTickFunction, and FMassProcessingPhase.
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virtual |
If bDispatchManually is set, attempt to start the task based on some event during a frame. It will return true if it worked, which may have executed immediately or may be waiting for a prerequisite.
| void FTickFunction::ExecuteNestedTick | ( | float | DeltaTime, |
| ELevelTick | TickType, | ||
| ENamedThreads::Type | CurrentThread, | ||
| const FGraphEventRef & | MyCompletionGraphEvent | ||
| ) |
Correctly call ExecuteTick on a nested function, and will set the completion event properly for the duration of the tick function
| DeltaTime | - frame time to advance, in seconds |
| TickType | - kind of tick for this frame |
| CurrentThread | - thread we are executing on, useful to pass along as new tasks are created |
| MyCompletionGraphEvent | - completion event for this task. Useful for holding the completetion of this task until certain child tasks are complete. |
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virtual |
Abstract function actually execute the tick. Batched tick managers should use ExecuteNestedTick
| DeltaTime | - frame time to advance, in seconds |
| TickType | - kind of tick for this frame |
| CurrentThread | - thread we are executing on, useful to pass along as new tasks are created |
| MyCompletionGraphEvent | - completion event for this task. Useful for holding the completetion of this task until certain child tasks are complete. |
Reimplemented in FActorTickFunction, FActorComponentTickFunction, FParticleSystemWorldManagerTickFunction, FTestTickFunction, FSkinWeightProfileManagerTickFunction, UE::Tick::FWorkQueueTickFunction, FConstraintTickFunction, FMassProcessingPhase, FSkeletalMeshComponentEndPhysicsTickFunction, FSkeletalMeshComponentClothTickFunction, FStartPhysicsTickFunction, FEndPhysicsTickFunction, FCharacterMovementComponentPostPhysicsTickFunction, and FCharacterMovementComponentPrePhysicsTickFunction.
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inlinevirtual |
To properly expose nested/batched tick functions to the logging and debugging systems of the tick manager, override this to execute InFunc for every nested tick function that would be executed as part of this tick.
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inline |
Gets the action tick group that this function will be required to end in. Only valid after StartFrame has been called through the end of the frame.
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inline |
Gets the action tick group that this function will be elligible to start in. Only valid after StartFrame has been called through the end of the frame.
| FGraphEventRef FTickFunction::GetCompletionHandle | ( | ) | const |
Gets the current completion handle of this tick function, so it can be delayed until a later point when some additional tasks have been completed. Only valid after StartFrame has been called and then only until the TickFunction finishes execution. This returns a reference so IsCompletionHandleValid must be called first.
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inline |
For actively registered tick functions with an interval, return the last time it ticked. For unregistered or non-interval functions it will return -1;
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inline |
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inline |
| bool FTickFunction::IsCompletionHandleValid | ( | ) | const |
Returns true if it is valid to access this tick function's completion handle
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inline |
Returns whether the tick function is currently enabled
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inline |
See if the tick function is currently registered
| void FTickFunction::LogTickFunction | ( | ENamedThreads::Type | CurrentThread, |
| bool | bLogPrerequisites, | ||
| int32 | Indent = 0 |
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| ) |
Logs function info based on flags
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delete |
Adds the tick function to the primary list of tick functions.
| Level | - level to place this tick function in |
| void FTickFunction::RemovePrerequisite | ( | UObject * | TargetObject, |
| struct FTickFunction & | TargetTickFunction | ||
| ) |
Removes a prerequisite that was previously added.
| TargetObject | - UObject containing this tick function. Only used to verify that the other pointer is still usable |
| TargetTickFunction | - Actual tick function to use as a prerequisite |
Sets this function to hipri and all prerequisites recursively
| bInHighPriority | - priority to set |
Enables or disables this tick function.
| virtual void virtual FString return FTickFunction::TEXT | ( | "DiagnosticMessage() not implemented" | ) |
| void FTickFunction::UnRegisterTickFunction | ( | ) |
Removes the tick function from the primary list of tick functions.
Update tick interval in the system and overwrite the current cooldown if any.
| FTickFunction::UPROPERTY | ( | EditDefaultsOnly | , |
| Category | = "Tick", |
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| meta | = (DisplayName="Tick Interval (secs)") |
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| ) |
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
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friend |
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friend |
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friend |
| uint8 FTickFunction::bAllowTickBatching |
True if we allow this tick to be combined with other ticks for improved performance
| uint8 FTickFunction::bAllowTickOnDedicatedServer |
If we allow this tick to run on a dedicated server
| uint8 FTickFunction::bCanEverTick |
If false, this tick function will never be registered and will never tick. Only settable in defaults.
| uint8 FTickFunction::bDispatchManually |
True if this is an event that will not execute until it has been manually dispatched (and prerequisites complete) instead of being dispatched at start of the tick group
| uint8 FTickFunction::bHighPriority |
Run this tick first within the tick group, presumably to start async tasks that must be completed with this tick group, hiding the latency.
| uint8 FTickFunction::bRunOnAnyThread |
If false, this tick will run on the game thread, otherwise it will run on any thread in parallel with the game thread and in parallel with other "async ticks"
| uint8 FTickFunction::bRunTransactionally |
(experimental) if true, the tick function will be run transactionally
| uint8 FTickFunction::bStartWithTickEnabled |
If true, this tick function will start enabled, but can be disabled later on.
| uint8 FTickFunction::bTickEvenWhenPaused |
Bool indicating that this function should execute even if the game is paused. Pause ticks are very limited in capabilities.
| TEnumAsByte<enum ETickingGroup> FTickFunction::EndTickGroup |
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.
| TEnumAsByte<enum ETickingGroup> FTickFunction::TickGroup |
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.