Tick Audit / Guides

Settings

v1.2.0Editor plugin
  • UE 5.5–5.8
On this pageScan scopeSavingProtected rowsMeasurement preferences

Open Editor Preferences → Plugins → Tick Audit. These preferences belong to you in this project.

Setting Use
Folders To Scan Default folders for the Classes view.
Include Level Blueprints Of Open Levels Include the levels currently open.
Include Widget Blueprints Include widget entries in the scan.
Save Changed Blueprints Save assets after bulk actions.
Measure During Play In Editor Measure while the tab is open, always, or only when started manually.
Live Window (seconds) Duration used by the recent-window average.
Panel Refresh Interval (seconds) How often the measured table refreshes.
Include The Editor World Include editor-world activity during Play In Editor.

Scan scope#

Start with one content folder to review a manageable set. Enable open Level Blueprints when their behavior matters to the audit.

Saving#

Keep Save Changed Blueprints enabled when you want actions saved immediately. Maps still need to be saved separately.

Protected rows#

Safe Native Parents decides which Blueprints can be edited when their tick comes from a C++ parent class: those whose parent is not listed are read-only. Empty means Actor, Pawn, Character, Actor Component, and Scene Component. Keep the defaults unless you understand the parent class's behavior. A disabled row's tooltip explains why it is protected.

Measurement preferences#

Choose manual measurement if you only want to collect during a specific test. Keep the same window and world selection when comparing two runs.

Documentation
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