C++ Tick isn't called after game is saved

I’m experiencing a strange bug in my game where Tick isn’t being called. Here are some details:

  • The code is in C++.
  • The Tick function I want to call is defined (and is successfully called) on the parent class.
  • The parent class assigns bCanEverTick to true in the constructor. The constructor is not overriden in the derived class.
  • There is one circumstance when Tick is called – if I change any property in the derived object, but don’t save the game. So, if I were to, say, change the transform location of the object and start the game, Tick is called. If I then click the Stop button in the editor, press Ctrl+S, and click Play again, Tick is not called.

Can I please have some help with this? I can send this to the TAs if I can get an upload link.

Edit: My parent->derived class relationship is this:
NavigationPoint->BP_NavigationPoint, and
NavigationPoint->StartNavigationPoint->BP_StartNavigationPoint

That is to say: the Tick function defined in NavigationPoint is executed in BP_NavigationPoint, but not BP_StartNavigationPoint.

Fixed. I wasn’t calling Super::BeginPlay() in the derived class’s BeginPlay() function.

This topic was automatically closed 24 hours after the last reply. New replies are no longer allowed.