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Cy Tick ์ œํ’ˆ ๋“ฑ๋ก์„ ์œ„ํ•œ ๋ฏธ๋””์–ด 1๊ฐœ

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Cy Tick โ€“ Advanced Tick Management System for Unreal Engine 5

Cy Tick is an advanced Unreal Engine 5 plugin that provides a centralized, flexible, and high-performance tick management system, usable in both C++ and Blueprints.
It allows you to register multiple ticks simultaneously, each with its own tick group, execution frequency, and priority, without relying on Unreal Engineโ€™s native ticking system.

โœจ Key Features๐Ÿ•’ Advanced Multi-Tick System

Register as many ticks as needed on the same object.

Each tick can have:

  • Its own tick group

  • Its own execution frequency (interval)

  • Its own priority

Ideal for decoupling gameplay logic, systems, and tools.

๐Ÿ”„ Native Unreal Tick Replacement

Ability to disable and replace Unrealโ€™s native Tick for:

  • Actors

  • Actor Components

Centralized tick management for better control and predictable performance.

๐Ÿงฉ Tick Support for Non-Tickable Objects

Add ticks to UObjects that do not normally support ticking.
Supports generic objects through interface-based ticking.

Perfect for:

  • Managers

  • Systems

  • Custom frameworks

โš™๏ธ Full Tick Parameter Control

Each tick is fully configurable:

  • Tick group (Pre Physics, Post Physics, Slate, Frame, etc.)

  • Custom tick interval

  • Priority (Low / Mid / High)

  • Runtime enable / disable

  • Tick during pause

  • Real time or scaled time

  • Configurable Dedicated Server support

  • Real or accumulated interval evaluation

๐Ÿง  Tick Execution at Every Frame Stage

Cy Tick allows code execution at nearly every stage of the Unreal frame:

  • Start Frame / End Frame

  • Begin World / End World

  • Pre / Post Actor Tick

  • Pre / During / Post Physics

  • Post Update Work

  • Last Demotable

  • Pre / Post Slate (Client & Editor)

  • Core Ticker

  • Pre End Frame

๐Ÿ‘จโ€๐Ÿ’ป Blueprint & C++ Friendly
  • Dynamic Blueprint delegates

  • Native C++ delegates

  • Safe handles for every registered tick

  • Runtime modification (group, priority, interval, enable/disable)

๐Ÿš€ Performance & Safety
  • Centralized management via a GameInstanceSubsystem

  • Deferred and safe add/remove operations

  • Priority-ordered execution

  • Low runtime overhead

๐ŸŽฎ Supported Unreal Engine Versions

Unreal Engine 5.3 to 5.7 , Win64 , Linux , Android

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