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Use FTickFunctions or override Tick


in my current project I started using FTickFunctions over just adding stuff to Tick() for more complex calculations. But I'm still not sure whether that's the best idea. Is there any downside performance- or otherwise to it? I can mostly think of upsides like no need to worry about engine updates that change the normal Tick() and keeping the Tick() small and clean. It is a little more complex, though, because I need to register the function in RegisterComponentTickFunctions().

Is there anything I have to keep in mind when using FTickFunctions? Should I avoid them or use them more often?


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asked Dec 05 '16 at 11:19 AM in C++ Programming

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avatar image iniside Mar 05 '17 at 08:06 AM

How did you added another Tick function to component ? I tried to do it, but it constantly crashes ;/.


avatar image Choba Mar 06 '17 at 09:17 AM

Hm, the only difference I see at the moment is that I check the TickType before I do anything with Target in ExecuteTick... So maybe Target isn't valid yet or something:

 void FQuadCharacterMovementComponentAutoJumpObstaclesTickFunction::ExecuteTick(float DeltaTime, enum ELevelTick TickType, ENamedThreads::Type CurrentThread, const FGraphEventRef& MyCompletionGraphEvent)
     if ((TickType == LEVELTICK_All) && Target && !Target->IsPendingKillOrUnreachable())
         FScopeCycleCounterUObject ComponentScope(Target);
         FScopeCycleCounterUObject AdditionalScope(Target->AdditionalStatObject());
         Target->AutoJumpObstaclesTick(DeltaTime, *this);

EDIT: oh, and my ReigsterComponentTickFunctions is different:

 if (bRegister)
             if (SetupActorComponentTickFunction(&AutoJumpObstaclesTickFunction))
                 AutoJumpObstaclesTickFunction.Target = this;
             if (AutoJumpObstaclesTickFunction.IsTickFunctionRegistered())
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