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Module |
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Header |
/Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h |
Include |
#include "Engine/EngineBaseTypes.h" |
struct FTickFunction
Abstract Base class for all tick functions.
Name | Description | ||
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uint8: 1 |
bAllowTickOnDedicatedServer |
If we allow this tick to run on a dedicated server |
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uint8: 1 |
bCanEverTick |
If false, this tick function will never be registered and will never tick. |
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uint8: 1 |
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. |
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uint8: 1 |
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" |
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uint8: 1 |
bStartWithTickEnabled |
If true, this tick function will start enabled, but can be disabled later on. |
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uint8: 1 |
bTickEvenWhenPaused |
Bool indicating that this function should execute even if the game is paused. |
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TEnumAsByte< en... |
EndTickGroup |
Defines the tick group that this tick function must finish in. |
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TEnumAsByte< en... |
TickGroup |
Defines the minimum tick group for this tick function. |
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float |
TickInterval |
The frequency in seconds at which this tick function will be executed. |
Name | Description | |
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FTickFunction() |
Default constructor, intitalizes to reasonable defaults |
Name | Description | |
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~FTickFunction() |
Destructor, unregisters the tick function |
Name | Description | ||
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AddPrerequisite ( |
Adds a tick function to the list of prerequisites...in other words, adds the requirement that TargetTickFunction is called before this tick function is |
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TEnumAsByte<... |
GetActualEndTickGroup() |
Gets the action tick group that this function will be required to end in. |
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TEnumAsByte<... |
GetActualTickGroup() |
Gets the action tick group that this function will be elligible to start in. |
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FGraphEventR... |
GetCompletionHandle() |
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. |
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float |
GetLastTickGameTime() |
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TArray< stru... |
GetPrerequisites() |
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const TArray... |
GetPrerequisites() |
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IsCompletionHandleValid() |
Returns whether it is valid to access this tick function's completion handle |
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IsTickFunctionEnabled() |
Returns whether the tick function is currently enabled |
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IsTickFunctionRegistered() |
See if the tick function is currently registered |
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RegisterTickFunction ( |
Adds the tick function to the master list of tick functions. |
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RemovePrerequisite ( |
Removes a prerequisite that was previously added. |
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SetPriorityIncludingPrerequisites ( |
Sets this function to hipri and all prerequisites recursively |
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SetTickFunctionEnable ( |
Enables or disables this tick function. |
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UnRegisterTickFunction() |
Removes the tick function from the master list of tick functions. |
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UpdateTickIntervalAndCoolDown ( |
Update tick interval in the system and overwrite the current cooldown if any. |
Name |
Description |
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ETickState |