Unreal - Tick Functions, Delta Time, and the Task Graph
Ticking in UE is more complex than you might think.
There are actually two different ticking implementations you can leverage in UE.
- The first uses FTickFunction and supports features like TickGroups,TickIntervals,TickDependencies. This is what AActor uses.
- The second is is for gamethread tickable objects. To use, just inherit from FTickableObjectBase and override tick. It is ticked by UWorld::Tick after all the other groups fire. It is often used by object managers like Niagara, AI, Sequencer, and NetworkReplayStreaming.