# Tick function not firing

**URL:** <https://forums.unrealengine.com/t/tick-function-not-firing/323724>\
**Category:** Blueprint\
**Tags:** event-tick, unreal-engine, Blueprint, question\
**Created:** [July 1, 2015, 6:03pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724 "2015-07-01T18:03:52Z")\
**Posts on this page:** 12\
**Page:** 1

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**Author:** ![Wooohooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Wooohooo](https://forums.unrealengine.com/u/Wooohooo)\
**Post date:** [July 1, 2015, 6:03pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/1 "2015-07-01T18:03:52Z")

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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.

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**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [July 1, 2015, 7:22pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/2 "2015-07-01T19:22:57Z")

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Hey Wooohooo-

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?

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**Author:** ![Wooohooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Wooohooo](https://forums.unrealengine.com/u/Wooohooo)\
**Post date:** [July 1, 2015, 8:25pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/3 "2015-07-01T20:25:42Z")

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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.

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**Author:** ![anonymous\_user\_2b03d27c](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_2b03d27c](https://forums.unrealengine.com/u/anonymous_user_2b03d27c)\
**Post date:** [July 2, 2015, 9:23pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/4 "2015-07-02T21:23:40Z")

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Hey Wooohooo-

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.

Cheers

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**Author:** ![Wooohooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Wooohooo](https://forums.unrealengine.com/u/Wooohooo)\
**Post date:** [July 6, 2015, 7:48pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/5 "2015-07-06T19:48:39Z")

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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?

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**Author:** ![anonymous\_user\_33e74471](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_33e74471](https://forums.unrealengine.com/u/anonymous_user_33e74471)\
**Post date:** [July 6, 2015, 8:09pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/6 "2015-07-06T20:09:35Z")

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What does your C++ class look like? Did you override tick in the C++ class?

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**Author:** ![Wooohooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Wooohooo](https://forums.unrealengine.com/u/Wooohooo)\
**Post date:** [July 6, 2015, 8:29pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/7 "2015-07-06T20:29:42Z")

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The C++ class overrides tick in its parent class

[http://i.imgur.com/IFQWMw9.png?1](http://i.imgur.com/IFQWMw9.png?1)

Which in turn overrides tick in the ACharacter class

[http://i.imgur.com/IELwNXv.png?1](http://i.imgur.com/IELwNXv.png?1)

From what I understand the Blueprint should automatically override its parent’s class, so I don’t know why it’s not firing.

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**Author:** ![anonymous\_user\_33e74471](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@anonymous\_user\_33e74471](https://forums.unrealengine.com/u/anonymous_user_33e74471)\
**Post date:** [July 6, 2015, 9:04pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/8 "2015-07-06T21:04:31Z")

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Are you calling Super::Tick(DeltaSeconds) in your C++ function?

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**Author:** ![Wooohooo](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Wooohooo](https://forums.unrealengine.com/u/Wooohooo)\
**Post date:** [July 6, 2015, 9:20pm UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/9 "2015-07-06T21:20:14Z")

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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?

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**Author:** ![unit23](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/unit23/32/1146013_2.png) [@unit23](https://forums.unrealengine.com/u/unit23)\
**Post date:** [November 17, 2016, 1:41am UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/10 "2016-11-17T01:41:13Z")

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Encountered the same problem (Tick not firing), the node Set Actor Tick Enabled resolved it, using 4.13.2

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**Author:** ![TeryKnop](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@TeryKnop](https://forums.unrealengine.com/u/TeryKnop)\
**Post date:** [April 22, 2024, 11:35am UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/11 "2024-04-22T11:35:18Z")

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> [@Wooohooo](#):
>
> rom what I understand the Blueprint sh

Experienced similar issue. BP tick didn’t work, but C++ was working. Forgot about super::Tick. Thanks man

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**Author:** ![MrMusAddict](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@MrMusAddict](https://forums.unrealengine.com/u/MrMusAddict)\
**Post date:** [June 19, 2024, 3:11am UTC](https://forums.unrealengine.com/t/tick-function-not-firing/323724/12 "2024-06-19T03:11:00Z")

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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.

![image](https://d3kjluh73b9h9o.cloudfront.net/original/4X/b/9/f/b9f788c3226e530d6809811e76e5086d8425e0c8.png)
