You should be able to call PrimaryActor.bCanEverTick in the constructor. Is that set to true?
Also, in your new actor, are you properly overriding the Tick() method and calling Super::Tick()? If you override the Tick from the parent and yet didn’t call the super, then the parent actor can’t send the tick event back to you, so make sure to check that as well.
My Mate and me created a new actor which will generate our World later on.
Now we noticed a problem that our actor does not execute the Tick function.(Does not print our message into the OutputLog)
We enabled Tick for this Actor inside the constructor o.O
Is there anything else we should check(We are both new to UE)?
If this is a BP class or you’ve created a BP based on this c++ class, you must make sure that the same settings are also enabled in your blueprints. Open your BP, on the right panel, under Actor Tick, make sure Start With Tick Enabled is checked.
looking at other comment’s the cpp file looks ok, could you share the .h file ? ( maybe you forgot the overrride keyword on your tick function declaration ? sounds odd, but can happen and should generate a warning )
could you put a log message on the constructor and begin play methods and check if it’s printed ?