WorldSettings::Pauser doesn't always replicate when the game is paused.
I ran into this issue in current 4.15. I searched and found UE-34407. https://issues.unrealengine.com/issue/UE-34407
The issue shows Affect Versions 4.12.5 and the issue has been marked as resolved as of Feb 17, 2017.
The issue is marked as Won't Fix: with comment: This issue has been closed as 'Won't Fix' due to an extended period of time without updates. If this issue is important to you please let us know by posting on the AnswerHub or UDN, and Epic will re-open the ticket for further review.
Please reopen the issue and add version 4.15.
For clarification, I have overridden the PlayerController pausing functions to support multi player. I'm able to have my PlayerController clients call their PlayerControllers on the server and have the server call SetPause on the GameMode. SetPause and ClearPause succeeded as expected. I traced the problem to WorldSettings::Pauser. It is being set on the server. But the clients are (the vast majorly of the time) not getting updated.
Here is my code, it works for single-player, multi-player and on dedicated server. No blueprints are required. Just call PlayerContoller.Pause() on the client or server or by blueprint.
answered Mar 02 '17 at 02:16 AM
I originally offered a suggestion to fix this by doing the following:
This should force the replication of the pause, prior to pause being set.
answered Mar 01 '17 at 07:49 PM
ImVawx ♦♦ STAFF
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