# Tick In Editor (Component)

**URL:** <https://forums.unrealengine.com/t/tick-in-editor-component/292157>\
**Category:** Programming & Scripting\
**Tags:** unreal-engine\
**Created:** [August 27, 2014, 11:49am UTC](https://forums.unrealengine.com/t/tick-in-editor-component/292157 "2014-08-27T11:49:57Z")\
**Posts on this page:** 4\
**Page:** 1

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**Author:** ![Braeden](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Braeden](https://forums.unrealengine.com/u/Braeden)\
**Post date:** [August 27, 2014, 11:49am UTC](https://forums.unrealengine.com/t/tick-in-editor-component/292157/1 "2014-08-27T11:49:57Z")

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Hi,  
I’ve derived a component class from USplineComponent, my intention is to be able to draw various debug information (boxes, text) relating to the spline position and it’s surroundings.

How exactly do I enable this component to tick in the editor? I have enabled the bTickInEditor class and have tried pretty much everything

Any help is appreciated,  
Thanks

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**Author:** ![Braeden](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Braeden](https://forums.unrealengine.com/u/Braeden)\
**Post date:** [August 28, 2014, 6:37am UTC](https://forums.unrealengine.com/t/tick-in-editor-component/292157/2 "2014-08-28T06:37:53Z")

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Come to the conclusion that there is basically no way to do this properly as far as I can see, If anyone else wants to investigate feel free 😉

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [August 28, 2014, 7:03pm UTC](https://forums.unrealengine.com/t/tick-in-editor-component/292157/3 "2014-08-28T19:03:31Z")

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#Scene Proxy

If you make your own scene proxy for your component you can draw stuff all day, and it will even appear in the components tab!

This is way better than trying to tick in editor, I’ve had lots of fPS issues with ticking and drawing debug in editor

Scene proxy is the way to go

**Then you use the PDI drawing functions found in SceneManagement.h**

The Dynamic Mesh code has an example of using a custom scene proxy!

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Rama

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<div class="post-metadata">

**Author:** ![Braeden](https://d3kjluh73b9h9o.cloudfront.net/original/4X/2/8/5/28502927f1d97ba1051b3b47ccfe17233bf41ef0.png) [@Braeden](https://forums.unrealengine.com/u/Braeden)\
**Post date:** [August 29, 2014, 4:27am UTC](https://forums.unrealengine.com/t/tick-in-editor-component/292157/4 "2014-08-29T04:27:26Z")

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I think the issue is that I’m deriving my class from USplineComponent which doesn’t actually have any methods for creating scene proxies, is there any way around this?
