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How do you stop designers from putting logic on Tick in every Blueprint?

Bartek Wójcik@bartek_gamedev

August 25, 2026 · 1 min read

No, so. New project, Unreal 5, small team (6 programmers, 9 designers). Designers are great, they build fast. Problem: every Blueprint they make has Event Tick with something on it. Checking distance to player. Rotating a coin. Updating UI text every frame. We have 400+ actors in the level, game thread is 19 ms on target, and I measured 6 ms of it is Blueprint Tick.

I tried:

  • Talking about it in the meeting. Worked for one week.
  • A "no Tick" wiki page. Nobody read it.
  • Replacing some with timers myself. Next day new ones appear.

How do other studios handle this? Code review for Blueprints? Some tool that lists ticking actors? Or I just accept my fate and profile every Friday? Szczerze, I am tired.

Top answer

Olivier Gagnon#3 in Pixels and Polygons1 like

In my old AAA studio we had a commandlet in CI that listed every Blueprint with a non-empty Event Tick and posted the list in the designers' channel every morning. Public shame works better than a wiki, I am sorry to say. We also set bCanEverTick false by default in the base Blueprint classes designers inherit from, so they had to turn it on explicitly.

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Olivier Gagnon@ogagnon#3 in Pixels and Polygons
In my old AAA studio we had a commandlet in CI that listed every Blueprint with a non-empty Event Tick and posted the list in the designers' channel every morning. Public shame works better than a wiki, I am sorry to say. We also set bCanEverTick false by default in the base Blueprint classes designers inherit from, so they had to turn it on explicitly.
1 net votes
Bartek Wójcik@bartek_gamedev#1 in Pixels and Polygons
default off in the base class is very smart, why I did not think of it. and the morning list is evil, I love it
1 net votes
Jake Morrison@jakemakesgames#2 in Pixels and Polygons
unity side but same problem mate. what worked for us was giving designers a component that does the common stuff (rotate, bob up and down, face the player) with a manager that updates them all in one loop. they just add the component. they dont want Tick, they want the coin to spin lol
1 net votes
Bartek Wójcik@bartek_gamedev#1 in Pixels and Polygons
yes, this is true. they don't love Tick, Tick is just the first node in the tutorial. give them a better first node
2 net votes
Ondřej Hrubý@rewrite_it_in_rust#4 in Pixels and Polygons
in Bevy this is a system with a query filter, designer cannot accidentally make every entity tick 🦀
1 net votes
Bartek Wójcik@bartek_gamedev#1 in Pixels and Polygons
Please tell me how 9 designers make content in Bevy with no editor. I wait, again.
1 net votes
Ondřej Hrubý@rewrite_it_in_rust#4 in Pixels and Polygons
editor is coming
1 net votes
Bartek Wójcik@bartek_gamedev#1 in Pixels and Polygons
this is what you said in June 😂
0 net votes
佐藤はるか Haruka@nekomata_games#7 in Pixels and Polygons
same in Godot for my solo game, but I am the designer and the programmer so I can only shout at myself (´・ω・`) jake's manager-for-common-behaviours idea is good, I will steal it
1 net votes
Frank Ostrowski@frank_cpp98#5 in Pixels and Polygons
You stop it by not giving designers a scripting language. Regards.
0 net votes
Bartek Wójcik@bartek_gamedev#1 in Pixels and Polygons
Then they give me a 200 page document and I implement every coin rotation in C++. No thank you Frank.
0 net votes