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#
- Check the reviewed rows.
- Press Fix unwired Event Tick.
- Read the confirmation and apply.
- Check the status for compile errors or unsaved maps.
- 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.