You are basically wanting to be executing the tick function from with the owning actor. Why not just add a tick function inside of the owning actor and manually triggering the function that “ticks” in the needed order. (it might need to just be a function)
The FTickableGameObject seems a bit redundant if you are not allowing the objects to tick at their own rate. The tick will also stop once the object gets garbage collected (you could stop the tick right before destroy)
In actors and components you can add TickPrerequisite’s in the form of
- AddTickPrerequisiteActor(TargetingActor);
- AddTickPrerequisiteComponent
But at a UObject and FStruct you probably lack the tools to controls them outside of manually firing the functions in order inside of the actors tick (varied tick rate would need extra calculations).
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