Ticking order execution dependencygraph

Actor Components do not necessarily tick before/after owning Actor

Components that are attached tick after their parents

Actors/components tick after the matinee actor/levelsequencer that controls it (you can configure level sequencer to not do this)

Some common dependencies in order of priority: sub-bullet points mean they get run after their header

PossessingController.ActorTick

  • PossessedPawn.ActorTick

  • PossessedPawn.MovementComponent (look below for this ones other dependencies)

{PossessingController.ActorTick, MovementBasePrimitiveComponent.Primary, Owner of MovementBasePrimitiveComponent, & all of its the ticking child components}

  • MovementComponent.Primary

  • PostPhysicsTickFunction

  • OwnerActor.PrimaryActorTick

  • ACharacter::Mesh.Primary

  • MovementComponent.UpdatedComponent (e.g. Capsule component of ACharacter)

World->EndPhysicsTickFunction

  • SkeletalMeshComponent.EndPhysicsTickFunction

MasterPoseComponentTick.Primary

  • SkinnedMeshComponent.PrimaryComponent

{PrimitiveComponent.Primary && World->EndPhysicsTickFunction}

  • PostPhysicsComponentTick

Engine Flow

FWorldDelegates::OnWorldTickStart.Broadcast(TickType, DeltaSeconds);

//Happens before net code/update all incoming packets

FEngineLoop::TotalTickTime

World::Tick()

[TG_PrePhysics, TG_PostPhysics]

ProcessLatentActions

FTickableObjects::Tick

[TG_PostUpdateWork, TG_LastDemotable]

FXSystem

FTickableObjects::Tick() ones that don’t belong to world


Last update: November 14, 2019