PrimaryActorTick.bTickEvenWhenPaused and bShouldPerformFullTickWhenPaused need to be set to true, I believe. Whether that's accessible to BPs, I don't know.
answered Jan 24 '16 at 04:04 PM
Use a SetGamePaused node, check Paused, you can return this to a gameState or something and just uncheck Pause when you set up a function for when Escape is hit again (i.e get gameState variable isPaused (boolean) and if true Escape will change that variable and change SetGamePaused to unchecked (not paused))
Esc -> IF isPaused (false) ->SetGamePaused (Checked) -> SET isPaused (true).....= Paused
Esc -> IF isPaused (true) -> SetGamePaused (Unchecked) -> SET isPaused (false).....= UnPaused
Esc is Escape button, IF is if node, isPaused is a variable of boolean type, SetGamePaused is a node with a Pause checkbox available, that's it! This will change from checked (paused) to unchecked (pause) so long as you use a SET node at the end of each SetGamePaused to change the boolean, the flag or debug variable, to the value of gamePaused so that Escape can know whether to pause or unpause
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