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How to control order of processing for actors?

How do I specify the order in which actors are processed(ie. have their blueprint scripts executed, or components like scene capture updated)? What about stuff within an actor? (eg. I have an actor which contains a scene capture component, and also a blueprint script which makes it move about...how do I ensure that its blueprint script finishes execution before its scene capture component renders the scene to texture, in order to avoid a 1-frame lag while the render catches up to the motion?)

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asked Jan 30 '15 at 10:49 AM in Using UE4

Melvin Eng gravatar image

Melvin Eng
26 3 7 9

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You can use AddTickPrerequisiteActor and AddTickPrerequisiteComponent to configure your component/actor tick order.

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answered Jan 30 '15 at 11:02 AM

Cø gravatar image


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Melvin Eng gravatar image Melvin Eng Feb 02 '15 at 01:38 AM

Thanks a bunch! :-)

Cø gravatar image Feb 02 '15 at 07:54 AM

You're welcome.

Please mark the answer as accepted for future traveler coming to this post ;)

Melvin Eng gravatar image Melvin Eng Feb 02 '15 at 08:03 AM

Uh, but where do I click to do this?

Cø gravatar image Feb 02 '15 at 08:05 AM

Click the checkmark under the up/down vote buttons to mark the answer accepted

Footman gravatar image Footman Apr 11 '15 at 11:23 AM

Hey, AddTickPrerequisiteActor did not work for me. I want a decal actor to tick after character actor so this decal gets his latest position. But with AddTickPrerequisiteActor(Character) the decal still ticks before character :(

Cø gravatar image Apr 13 '15 at 07:00 AM

You should add the Decal as a Component parented under the root of your Character it should follow it without any additional code.

Rockseller gravatar image Rockseller Sep 05 '15 at 11:04 PM

I did that and it messed up rendering of traslucent sprites in Android

Rockseller gravatar image Rockseller Sep 06 '15 at 12:12 AM

Thanks!!!!

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