Bump, I would be interested on how to choose the TickGroup for UObject’s inheriting from FTickableGameObject.
You can’t, they’re not ticked as part of the level and therefore don’t have a tick-group option to be set. They are always ticked after the world.
I have a use case that needs Tick in GameInstance, I need to call network loop in a websocket library, and I don’t want to do a custom GameInstance, so the preferred way is to have GameInstance::Tick call MyLibrary update function.
Not sure why this was not brought up in this thread, but why not bind functions to delegates such as FWorldDelegates::OnWorldTickStart or FWorldDelegates::OnWorldPreActorTick to tick before anything starts ticking?