In Unreal Engine, it is possible to set a delay for the function to execute after a single tick, which is sometimes useful when working with UMG/Slate side of things where the widget properties are only available after a complete rebuild, such as obtaining the desired size of the widget’s geometry, which is often not accessible right after initializing or constructing the widget. In such cases, you may want to implement a delay, as described in this article , but sometimes even a single tick delay is sufficient and can enhance the overall user experience, preventing visual hitches and abrupt interactions.

C++ Example
if (UWorld* World = GetWorld())
{
	World->GetTimerManager().SetTimerForNextTick(FTimerDelegate::CreateWeakLambda(this, [this]()
	{
		UE_LOG(LogTemp, Warning, TEXT("This will be printed in log after 1 tick"));
	}));
}

Blueprints Example

Delay Until Next Tick

P.S. As an alternative approach, you can also use a general Delay node but specify “0.0” seconds, which is equivalent to 1 tick.

Also, if you don’t have access to the world or want to avoid this dependency, you can implement the delay using FTSTicker, a thread-safe ticker class. This is mainly used when there’s uncertainty regarding the world, and you want a more generic solution.

FTSTicker::GetCoreTicker().AddTicker(FTickerDelegate::CreateLambda([](float DeltaTime)
{
	UE_LOG(LogTemp, Warning, TEXT("This will be printed in log after 1 tick"));

	// Returning false will remove the ticker from the ticker list
	return false;
}));