Ok I have spent so many real “ticks” (120 minutes to be precise) to figure this. I tried all the permutations of
PrimaryComponentTick.bCanEverTick = true;
RegisterAllComponentTickFunctions(true);
PrimaryComponentTick.bStartWithTickEnabled = true;
this->SetComponentTickEnabled(true);
bTickInEditor = true;
nothing works. What more, when I include
RegisterComponentTickFunctions(true);
Engine crashes with the error spit
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Assertion failed: GTestRegisterComponentTickFunctions == __null [File:/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp] [Line: 918]
libUE4Editor-Core.so!FUnixErrorOutputDevice::Serialize(char16_t const*, ELogVerbosity::Type, FName const&) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Core/Private/Unix/UnixErrorOutputDevice.cpp:70]
libUE4Editor-Core.so!FOutputDevice::LogfImpl(char16_t const*, ...) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/OutputDevice.cpp:71]
libUE4Editor-Core.so!FDebug::AssertFailed(char const*, char const*, int, char16_t const*, ...) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:440]
libUE4Editor-Core.so!FDebug::CheckVerifyFailedImpl(char const*, char const*, int, char16_t const*, ...) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Core/Private/Misc/AssertionMacros.cpp:416]
libUE4Editor-Engine.so!UActorComponent::RegisterComponentWithWorld(UWorld*) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/Components/ActorComponent.cpp:1022]
libUE4Editor-Engine.so!AActor::IncrementalRegisterComponents(int) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/Actor.cpp:4314]
libUE4Editor-Engine.so!AActor::RegisterAllComponents() [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/Actor.cpp:4254]
libUE4Editor-Engine.so!AActor::PostSpawnInitialize(FTransform const&, AActor*, APawn*, bool, bool, bool) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/Actor.cpp:3017]
libUE4Editor-Engine.so!UWorld::SpawnActor(UClass*, FTransform const*, FActorSpawnParameters const&) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/LevelActor.cpp:476]
libUE4Editor-Engine.so!UWorld::SpawnActor(UClass*, FVector const*, FRotator const*, FActorSpawnParameters const&) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/LevelActor.cpp:301]
libUE4Editor-Engine.so!UWorld::InternalGetDefaultPhysicsVolume() const [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/World.cpp:4324]
libUE4Editor-Engine.so!UWorld::InitWorld(UWorld::InitializationValues) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/World.cpp:1294]
libUE4Editor-Engine.so!UWorld::InitializeNewWorld(UWorld::InitializationValues) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/World.cpp:1505]
libUE4Editor-Engine.so!UWorld::CreateWorld(EWorldType::Type, bool, FName, UPackage*, bool, ERHIFeatureLevel::Type) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/World.cpp:1588]
libUE4Editor-Engine.so!UEngine::Init(IEngineLoop*) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Engine/Private/UnrealEngine.cpp:1460]
libUE4Editor-UnrealEd.so!UEditorEngine::InitEditor(IEngineLoop*) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:584]
libUE4Editor-UnrealEd.so!UEditorEngine::Init(IEngineLoop*) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/EditorEngine.cpp:822]
libUE4Editor-UnrealEd.so!UUnrealEdEngine::Init(IEngineLoop*) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/UnrealEdEngine.cpp:73]
UE4Editor!FEngineLoop::Init() [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Launch/Private/LaunchEngineLoop.cpp:3265]
libUE4Editor-UnrealEd.so!EditorInit(IEngineLoop&) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Editor/UnrealEd/Private/UnrealEdGlobals.cpp:75]
UE4Editor!GuardedMain(char16_t const*) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Launch/Private/Launch.cpp:150]
libUE4Editor-UnixCommonStartup.so!CommonUnixMain(int, char**, int (*)(char16_t const*)) [/home/the_cowboy/unrealworks/UnrealEngine/Engine/Source/Runtime/Unix/UnixCommonStartup/Private/UnixCommonStartup.cpp:243]
libc.so.6!__libc_start_main(+0xef)
UE4Editor!_start()
I am inheriting UBrainComponent, https://github.com/EpicGames/UnrealE…ainComponent.h