the engine is already set up to do Ticks() both have advantages and drawbacks
benefits
Tick: you get a lockstep to the “frame” where you know where in the frame step your code will execute, so everything in the Pre-Physics-Tick-Group will finish before the Physics step is triggered.
Delay: your code will fire with a known minimal interval regardless of the Frame step and mostly consistently, so physics might have just finished, but the timer hit so your code is getting called.
drawbacks
Tick: to many things happening in the same Tick-Group will result in hitching (players will notice frame delays especially if it is inconsistent
Delay: similar to the benefit you don’t have the known location in the frame-step for where your code is running, so if your position update is run after the physics step now your actor/pawn/character might be inside a wall or another character and physics will need to adjust on the next step.
middling things
Tick: many people will tell the evils of Tick, but this is usually the same people that don’t realize you can put a time step on Tick to get very close to those Delay-Loop timers.
you can move things into different steps, so you can do some position logic on the AI to avoid it ever going into the wall to begin with so you can put it after the physics.
Delay: each one needs to be set up and managed independently, turning them on/off, and even modifying the time step.