I’m not sure why my tick function isn’t firing. I have start with tick enabled set to true, bCanAlwaysTick in parent C++ class set to true, set tick to true in the construction script, and yet the tick function won’t fire.
I’m not sure what I would have accidentally unchecked, and I couldn’t find anything similar.
Does the print string fire if you connect it directly o the Tick event? If you create a new actor and set its Tick event does it function properly? Are you able to reproduce the issue in a new empty project?
The print string does not fire even when directly connected. I created a new actor and its tick function fired properly, as do all my other blueprints. I’ve haven’t attempted to recreate the problem yet, but this blueprint was reparented from a blueprint to a C++ class, if that helps.
This seems to be an issue with character blueprints. I was not able to get my character’s tick to not function however I did see the reverse behavior (that my character was triggering tick when he was set not to). This has been bugged (UE-18140) for investigation. As a workaround you should be able to use a “Set Actor Tick Enabled” node and set it to true on Event BeginPlay. This will cause the character to start ticking at the start of the game.
Sorry for the late reply, I haven’t been able to get on UE4 for the last few days. I was unable to reproduce the bug on a blank project, and setting Actor Tick Enabled to true in both the construction script and event BeginPlay did not seem to work.
As a last resort I deleted the character asset, created a new one parented from the same C++ class, copied all the code over, fixed the references, and it still does not work. Do you have any suggestions for a further workaround?
I did not call it in there, but calling it seemingly has fixed my problem, thank you. If it’s not too much could I get an explanation of why calling the parent class fixed the child class?
Keep in mind if your BP is inherited from a different BP, you may need to call the parent’s tick first. For some reason when I created an inherited blueprint before, the “Parent” events did not show up. But, when I created a new inherited blueprint, the event graph had them there. I just copied/pasted it over to my problem blueprint.
The parent events don’t show up in the list of available functions when you right click. I was only able to find them by creating a new inherited BP.