1st way: FTickableGameObject

The object inherited from UObject would not trigger Tick when instanced (NewObject()), but AActor and the UActorComponent would trigger Tick.

So how to trigger Tick of the object inherited from UObject?
The answer is: inherit FTickableGameObject and UObject at the same.

example source

header:

UCLASS()
class UCoolDownMgr : public UObject, public FTickableGameObject
{
    GENERATED_BODY()
public:
    // Sets default values for this character's properties
    UCoolDownMgr();
    virtual ~UCoolDownMgr();
 
    // Begin FTickableGameObject Interface.
    virtual void Tick(float DeltaTime) override;
    virtual bool IsTickable() const override;
    virtual TStatId GetStatId() const override;
    // End FTickableGameObject Interface.
    
private:
    
    //Because engine would construct inner object when game load package (before game start), so we need to add a flag to identify which one is construct on game running.
    bool bIsCreateOnRunning = false;
};

cpp:

UCoolDownMgr::UCoolDownMgr()
{
    bIsCreateOnRunning = GIsRunning;
}

void UCoolDownMgr::Tick(float DeltaTime)
{
    //Don't invoke Super::Tick(), otherwise would link failed!!!
    //Super::Tick(DeltaTime);
}
 
bool UCoolDownMgr::IsTickable() const
{
    //notify engine to ingore Tick of the object constructed before game running.
    return bIsCreateOnRunning;
}
TStatId UCoolDownMgr::GetStatId() const
{
    return UObject::GetStatID();
}

Because engine would construct inner object when game load package (before game start), so we need to add a flag (bIsCreateOnRunning) to identify which one is construct on game running.

Reference:
https://blog.csdn.net/yangxuan0261/article/details/52093573

2nd way: FTickerDelegate

header:

/** Delegate for callbacks to Tick */
FTickerDelegate TickDelegate;

/** Handle to various registered delegates */
FDelegateHandle TickDelegateHandle;

cpp:

TickDelegate = FTickerDelegate::CreateUObject(this, &UMyObject::MyTick);
TickDelegateHandle = FTicker::GetCoreTicker().AddTicker(TickDelegate);

Tick function:

bool UMyObject::MyTick(float DeltaSeconds)
{

}

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