What is the relation between an actor tick and its components' ticks?

What is the default and changeable relation between an actor’s tick and its own components’ ticks in term of order and if any dependencies of one on the other?
In other words, is the default UE4 method is to tick an actor then move to ticking each of this actor’s components before moving to any other actor, or does the engine just deal with all tick-able UObjects in a mishmash manner, if no prerequisite tick dependencies already set?

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@Alzaher Both actor and component have the option to select a tick group, so for example you can set the actor to tick on post physics, and keep the components default setting of tick on during physics state, and in this case the components get a chance to tick before the actor. The order of things within a tick group looks like random, hence the tick dependencies logic helps you to design an order for ticks you expect them to fire. Attached components (eg scene comps) are setup attach parent as their prerequisite.

@ClavosTech You can turn off collision on objects so they likely end up not contribute to this work at all. You can also try some optimizations on the body in order to reduce the actual processing requirements to deal with said object. Collision primitives most likely cheaper to calculate, compared to complex shapes. As for the tick intervals, it actually only depends on the code you have put in your tick. if you have nothing to be processed on every tick, it makes no difference what interval you choose. You might as well turn it off completely to save a function call somewhere deep in the engine code.

Thanks for responding. So it is safe to consider that attached components will always tick after their parent. That’s perfect.