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How to specify tick execution order by blueprint type?

I have a blueprint actor A type that updates it’s world location based on another blueprint actor B type on its tick event update.
I want blueprint type B to execute first, so blueprint type A always has the current position, not the last one.

How can I achieve this?

Got it :slight_smile:

https://answers.unrealengine.com/questions/166230/how-to-control-order-of-processing-for-actors.html