"Ticking" refers to running a piece of code or Blueprint script on an actor or component at regular intervals, usually once per frame. Understanding the order in which your game's actors and components tick relative to each other and other per-frame tasks performed by the engine is essential to avoid off-by-one frame issues, as well as to ensure consistency in the way your game runs. Actors and components can be set up to tick each frame, at set minimum time intervals, or not at all. In addition, they can be grouped together at different phases in the engine's per-frame update loop, and can be individually instructed to wait for specific ticks to complete before beginning.