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Set Tickable When Paused not working as intended

Below is an image showing my current blueprint setup. Basically I've tried connecting everything to do with the player to the node "Set Tickable When Paused" before pausing the game, however when I pause the game I can't move my character around at all. Other events in the blueprint run but movement of my character along with animations don't keep going. I've tried using Global Time Dilation but it doesn't freeze the actors in the scene, only slows them down a lot.

How can I fix this? Any help is greatly appreciated.

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asked Jun 17 '14 at 12:52 PM in Blueprint Scripting

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Haigen
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avatar image DJMidKnight Jun 17 '14 at 06:06 PM

I am not sure but I think when you pause the game you disable input.

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2 answers: sort voted first

Hello Haigen,

This is a post that has a great example on how to pause and unpause a game. Take a look and see if this helps!

https://answers.unrealengine.com/questions/56223/how-do-i-setup-a-pause-and-un-pause-using-blueprin.html

~Sam

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answered Jun 17 '14 at 09:10 PM

avatar image Haigen Jun 17 '14 at 11:48 PM

I followed what it said and it's reading my inputs fine but it's not relaying that back to the actor, so when I try to run around the actor stays still but my commands that make it rotate 180 degrees still works?

Is there some way to unpause the movement of a specific actor?

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You can set character movement to tickable when paused. As long as your input axis has Execute When Paused toggled on you can still move your character, however animations still won't play. Still not sure about that part.

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answered Mar 26 '15 at 05:53 PM

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rotoslinger
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avatar image spyro Jan 25 '16 at 05:59 PM

That didn't work for me.

  • Checked 'execute when paused' on input node

  • Checked 'tick even when paused' on player controller

  • Set 'tick even when paused' to TRUE for the movement component in the character per construction script

  • Manually set 'input mode' from playerController to 'game only' after calling 'set paused'

  • Still not able to look around. The values are sent to the playerController (addYawInput) but are ignored there.

spyro

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