Pause game on first tick

Can be replicated using the Strategy Game example project.

In 4.13 if I use a Set Game Paused (true) node on the Tick event, then I get what I expect, the world is immediately paused with the correct camera view.

But as of 4.14 it seems that the Camera Manager isn’t being ticked anymore, leading to an incorrect camera angle.

This seems like a bug - worse, it seems like the processing of the ticking actors list is being paused part-way through a frame, whereas for fairness they should all tick-through and be paused on the following frame.

If it isn’t a bug, what simple solution can you recommend to me, as my project is heavily based on the Strategy Game example.

Thanks,

In fact - I’ve just tried the template First Person blueprint project, and this too suffers from this problem. Really does seem like undesired behaviour.

Hello MattSlug,

I was able to reproduce this issue on our end. I have written up a report and I have submitted it to the developers for further consideration. I have provided a link to the public tracker. Please feel free to use the link provided for future updates. I have also provide a workaround that may be viable depending on your needs.

Link: Unreal Engine Issues and Bug Tracker (UE-39207)

Workaround:

You could chance the tick group for the actor that is pausing the game. You could set it to “PostUpdateWork” by default and then immediately change it back to the usual default (Pre Physics) before pausing the game.

Example:

Make it a great day