SetActorTickEnabled bugged

The SetActorTickEnabled node is bugged again in 4.11.2. It does nothing. I tried disabling the tick just about everywhere in my blueprint and it still ticks.

Hi Napoleon,

I tested this in 4.11.2 and 4.12 Preview 4 with the setup below. It’s working for me in both versions. Could you give that setup a try and see if it works for you or not?

If you are using a specific setup that you believe should be working, please post repro steps and screenshots here so we can investigate further.

Cheers,

TJ

Hello TJ,

I found that it works as intended when putting it in the beginplay. But, putting the SetActorTickEnabled in the constructor will not work at all:

Below does not work (still ticks):

Below does also not work (still ticks). Somehow setting the tickenabled for spawned actors does not work, not even in the beginplay:

If you are still unable to reproduce this please let me know and I’ll make you a sample project demonstrating the above cases. I managed to reproduce this across several projects.

Ah okay. So what is happening here is the spawned actor is setting itself back to enable tick. If you look in the ‘Class Defaults’ of the actor, it has a setting under ‘Actor Tick’ that is enabled by default. It’s ‘Start with Tick Enabled’.

When you set ‘tick disabled’ in the Construction Script or after you spawn the actor, this setting will then re-enable tick when the actor initializes.

However, this check box is the setting that you should use to disable Tick in both of the scenarios you listed above.

If you have any other questions, just let me know.

Cheers,

TJ

I see. So those actors must all start with that checkbox unchecked. That allows us to have have full control over it (both enabling&disabling). While when it is enabled, controlling it is very tricky (it re-enables itself even after it’s already spawned in the world). Thanks.

I tried it and both enabling & disabling the actor after it’s been spawned works perfectly as long as that checkbox is unchecked: