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TickComponent is not executed in ue 4.13

Hello guys,

I was using TickComponent in ue 4.10 an it worked. I upgraded at 4.13 and now TickComponent is no more executed. This is the method:

 void UEditingComponent::TickComponent(float DeltaTime, enum ELevelTick TickType, FActorComponentTickFunction *ThisTickFunction)
     Super::TickComponent(DeltaTime, TickType, ThisTickFunction);
     GEngine->AddOnScreenDebugMessage(-1, 5.f, FColor::Yellow, TEXT("this text is never printed"));

This is where i create the component:

 UpEditLunghezza = NewObject<UEditingCone>(this);
     if (UpEditLunghezza)
         UpEditLunghezza->AttachToComponent(RootComponent, FAttachmentTransformRules::KeepRelativeTransform);
         UpEditLunghezza->Constructor(1, Raggio * 2.3f, ConeMesh, EditableNormalMaterial, EditableSelectedMaterial, GrowCurve, this);

Constructor in a method where I inizialize the component, inside this method I tried everything to tick the component:

     PrimaryComponentTick.bCanEverTick = true;
     PrimaryComponentTick.bStartWithTickEnabled = true;
     bTickInEditor = true;
     bAutoActivate = true;
     bAutoRegister = true;
     PrimaryComponentTick.TickGroup = TG_PrePhysics; 

in the 4.10 version with only bCanEverTick and bStartWithTickEnabled it worked. The actor tick work properly.

Any ideas?

Product Version: UE 4.13
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asked Oct 23 '16 at 04:31 PM in C++ Programming

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2 answers: sort voted first

I just moved "PrimaryComponentTick.bCanEverTick = true" from the constructor to beginplay and now it works

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answered Jan 10 '17 at 10:02 PM

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I've noticed in 4.14.2 if I add TickComponent to a c++ component while that component was already part of a blueprint, I need to delete it from the blueprint then compile/save and re add it or it will never tick.

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answered Jan 10 '17 at 07:03 AM

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avatar image Opocio Jan 10 '17 at 10:01 PM

thanks for the answer but I have already figured out the problem some times ago, now I mark solved

avatar image UE4Course Jun 04 '17 at 02:51 PM

Thanks! Works for me (UE 4.16)

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