My problem is that it only seems to work when I have a blueprint inheriting from “MyActor” loaded up in the blueprint editor, and not actually when such blueprints are populated in the world.
I really just need a way to get a populated actor to tick in the editor and not just in PIE.
Actually ended up finding the solution but it’s kind of a hack/bug – it seems a native tick function will always run whereas the blueprint tick function, as the OP says, only happens if that blueprint is open in it’s own editor window. Very weird.
In this case I just made the code I wanted to run in blueprints stem off of a “BlueprintImplementableEvent, CallInEditor” function and am running that from my C++ Tick instead of BP Tick.