Tick Audit / Guides

Cleaning up tick

v1.1.0Editor plugin
  • UE 5.5–5.8
On this pageReview before changingFix unwired eventsAdjust tick frequencyIf the result differs from your expectation

Review before changing#

Run a scan and enable Problems only. Start with Ticks for nothing, then inspect each Blueprint to confirm its intended behavior.

An unused Event Tick and a tick inherited from a parent are different situations. Fixing the unused event may still leave the class ticking because its parent needs it.

Fix unwired events#

  1. Check the reviewed rows.
  2. Press Fix unwired Event Tick.
  3. Read the confirmation and apply.
  4. Check the status for compile errors or unsaved maps.
  5. Playtest the affected behavior.

This action returns the unused event to its placeholder state. It does not remove working gameplay logic from connected events.

Adjust tick frequency#

For behavior that does not need an update every frame, select the reviewed rows and use Interval → Set. Test responsiveness after the change; the right interval depends on what the Blueprint does.

Use Disable tick only when that object does not need its tick work.

If the result differs from your expectation#

Check whether a parent supplies tick or a component has Auto Activate enabled. Hover disabled checkboxes for their explanations.

Use Ctrl+Z to undo an action when necessary. Scan again after unrelated Blueprint edits so your decisions use current values.

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