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Unreal Engine 5 · Blueprint → C++

Set Actor Tick Enabled in Unreal Engine 5 C++UE Docs

The Set Actor Tick Enabled Blueprint node is AActor::SetActorTickEnabled in C++. Calling SetActorTickEnabled(false) stops Tick() from being called on the actor each frame.

Blueprint node & C++ equivalent

C++
SetActorTickEnabled(false);

What does the Set Actor Tick Enabled node do?

Set Actor Tick Enabled turns the actor's per-frame Tick() callback on or off at runtime. Disabling tick on actors that do not need per-frame updates is a common optimization, since every ticking actor adds CPU cost each frame.

It controls the actor's primary tick function, not its components — each component has its own tick that can be toggled separately.

The C++ equivalent

Call SetActorTickEnabled(false); to stop ticking and SetActorTickEnabled(true); to resume. For tick to work at all, the actor must first have ticking allowed via PrimaryActorTick.bCanEverTick = true;, usually set in the constructor.

If bCanEverTick is false, SetActorTickEnabled(true) has no effect because the tick function was never registered.

When to use it in C++

Use this to gate expensive per-frame logic — for example, disabling tick on an enemy until the player gets close, then re-enabling it. To permanently disable ticking and avoid the registration overhead entirely, leave PrimaryActorTick.bCanEverTick = false; instead of toggling it at runtime.

Frequently asked questions

Why does SetActorTickEnabled(true) not work?+

Tick must be allowed first. Set PrimaryActorTick.bCanEverTick = true in the constructor; otherwise the tick function is never registered and enabling it does nothing.

Does SetActorTickEnabled also disable component ticks?+

No. It only controls the actor's primary tick. Each component has its own tick that you toggle with its own SetComponentTickEnabled.

Related AActor nodes

View all AActor nodes →