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Tick and input actions order of execution

I was wondering about the order of execution concerning ticking and inputactions. Specifically I have an input action that causes the recalculation of a motor vector. This motorvector is added to the movementvector and the movement is then applied, each tick.

Is it possible that the tick continues doing whatever it's doing without ever waiting for whatever the inputaction does to finish? I don't know much about threading but does tick have its own thread possibly?

Thanks!

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asked Apr 27 '15 at 12:21 PM in C++ Programming

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DanaFo
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avatar image Rockseller Sep 05 '15 at 11:11 PM

Any answer to this?

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1 answer: sort voted first

Ticks are executed asychronically (if multithreading is on) in groups called tick groups, here you got list of them (saddly this enum dissapered from API refrence so link is to github):

https://github.com/EpicGames/UnrealEngine/blob/311e18ff369078e192a83f27834b45bdb288168a/Engine/Source/Runtime/Engine/Classes/Engine/EngineBaseTypes.h#L42

If one group is finished the other one is executed. You can switch tick group of invidual actor with this function:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/SetTickGroup/index.html

You can also define invidual actors which need to be ticked before tick is triggered in specific actor

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/AActor/SetTickPrerequisite/index.html

This way you can control order of actor ticking.

As for input i'm not sure, it probably updated before ticking is started. There function that let you check if specific button is pressed at the moment:

https://docs.unrealengine.com/latest/INT/API/Runtime/Engine/GameFramework/APlayerController/IsInputKeyDown/index.html

Which let you order up input checking too

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answered Sep 06 '15 at 04:23 AM

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Shadowriver ♦
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avatar image UnrealDev00 4 days ago

Are you able to point to documentation or code that supports the claim that "ticks are executed asynchronously (if multithreading is on)"?

Writing code/blueprints to support that scale of multithreading is relatively advanced. Every access (read or write) to anything shared must be protected by a mutex to be threadsafe.

I'm pretty sure that the ticks in each tick group are run in serial on the main thread (though nothing prevents a tick from firing off some work to be done in parallel).

I can give you only link to code:

https://github.com/EpicGames/UnrealEngine/blob/1d2c1e48bf49836a4fee1465be87ab3f27d5ae3a/Engine/Source/Runtime/Engine/Private/TickTaskManager.cpp

I might misunderstand something in this :p i also recently figured you need tick.AllowAsyncTickDispatch set 1 which is 0 by default

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