Small bug on APlayerController::SetPause

I think this function should return the result of the operation, but when I call passing a False (to unpause the game), it just unpauses it and returns false. It should return true if the unpausing was successfull, right?

Found this misbehavior on
https://github.com/EpicGames/UnrealEngine/blob/release/Engine/Source/Runtime/Engine/Private/PlayerController.cpp#L1644

Hey -

Based on the documentation for the SetPause function (APlayerController::SetPause | Unreal Engine Documentation) it appears to expect the “true” result to occur when the game successfully pauses. From this I would expect that a return of “false” would mean either the game was not able to pause, or that the game was paused and is then unpaused after making the call.

Cheers

O well, then the problem is on SetGamePaused (thats where I started searching), it promises return ‘Whether the game was successfully paused/unpaused’ but in my case, i set to unpause and (albeit it was unpaused) a false value was returned…

Hey -

I’ve entered the report UE-32852 for the inconsistency between documentation and behavior of SetGamePaused.

Cheers