Actors and components are ticked once per frame, unless a minimum ticking interval is specified. Ticking happens according to tick groups, which can be assigned in code or Blueprints. An actor or component's tick group is used to determine when in the frame it should tick, relative to other in-engine frame processes, mainly physics simulation. Each tick group will finish ticking every actor and component assigned to it before the next tick group begins. In addition to tick groups, actors or components may set tick dependency, which means that they will not tick until the specified other actor's or component's tick function is finished. Using tick groups and tick dependency can be vital to ensuring that your game works properly with regard to physics-dependent behaviors, or sequential gameplay behaviors that involve multiple actors or components.