# Is Text binding function\[UMG\] a tick function?

**URL:** <https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167>\
**Category:** UI\
**Tags:** unreal-engine, question, UMG\
**Created:** [March 12, 2021, 8:53am UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167 "2021-03-12T08:53:09Z")\
**Posts on this page:** 6\
**Page:** 1

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**Author:** ![MadJack\_OP](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MadJack\_OP](https://forums.unrealengine.com/u/MadJack_OP)\
**Post date:** [March 12, 2021, 8:53am UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167/1 "2021-03-12T08:53:09Z")

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Legend says tick functions can havoc the gameplay. Is any binding functions used in UMG widgets a tick function?  
If yes is there any alternatives or is it just fine to use bindings?

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 12, 2021, 9:11am UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167/2 "2021-03-12T09:11:59Z")

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My answers get moderated every now and then for some unfathomable reasons…

 ![332215-screenshot-2.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/6/1/2/612c0bc9a3d9fe0fae4966e50db551ff57a42e67.jpeg)

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 12, 2021, 11:58am UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167/3 "2021-03-12T11:58:35Z")

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Ah, I see it. I wrote _but_ with 2 _tt_. That’s fair enough I guess.

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [March 16, 2021, 8:58am UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167/4 "2021-03-16T08:58:19Z")

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Every binding executes every frame (if the widget is visible). Place a Print String there to it spam like there’s no tomorrow.

Butt you can set text with an event instead, highly recommended:

![332214-screenshot-1.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/1/9/9190d27ebed183e712c37c14d5aa242c486e1ebb.jpeg)

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If you need a progress bar with percentage text (need to see text updates often), binding is fine. If you give an inventory item a name, updating it once is enough, I wouldn’t bind a function for that.

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Alternatively, you can bind a text box to a plain text variable and update that variable instead. You can even bind a text box to another blueprint’s variable. As in, the player has a coin counter integer, the widget can pull that value directly from the player via a hard reference. It will do so every frame, though.

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**Author:** ![AllGamesSuck](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@AllGamesSuck](https://forums.unrealengine.com/u/AllGamesSuck)\
**Post date:** [February 28, 2024, 4:22pm UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167/5 "2024-02-28T16:22:24Z")

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> [@Everynone](#):
>
> You can even bind a text box to another blueprint’s variable. As in, the player has a coin counter integer, the widget can pull that value directly from the player via a hard reference. It will do so every frame, though.

Wait, does that mean that even a simple binding to a variable will check every frame?

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**Author:** ![Everynone](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/everynone/32/1135017_2.png) [@Everynone](https://forums.unrealengine.com/u/Everynone)\
**Post date:** [February 28, 2024, 4:40pm UTC](https://forums.unrealengine.com/t/is-text-binding-function-umg-a-tick-function/480167/6 "2024-02-28T16:40:18Z")

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Yes, property binding is polled every frame providing the widget is showing and is enabled. It’s a quick fire & forget solution. If you **do need** updates every frame, it’s pretty neat; especially that you can:

 ![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/1/8/d/18d4454cc981908c190bf951abfb20b76268c111.png)

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Note that you can also property bind to another actor’s function return. I use it in debuggers all the time, saves a lot of time.
