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What is the proper blueprint setup using Flip Flop to close a pause menu widget?

Obviously not if I am posting this here, but I need help. I basically want to un-pause the game using the same key to close the widget. I noticed A LOT of other people have the same issue, and I'm just as much a newbie. I have a screen shot of my setup for the menu from the ThirdPersonCharacter blueprint. Kept it simple as possible to try some things, I tried setting the input to UI only, Game Mode only but the menu remains, it won't close. Is the order of the nodes wrong? Am I even using the right node(s)? Any tips or advice would be greatly appreciated.alt text

Product Version: UE 4.19
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asked Jul 14 '18 at 11:51 AM in Blueprint Scripting

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Tettey Nartey
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When you set the game as paused, input events (by default) are no longer processed. Here are two ways you could counteract this:

  • Click on the "M" input event and tick Execute on Paused. This way the flipflop works correctly and you can unpause when you press M again. If you do this, make sure to set input mode as Game and UI instead of just UI.

  • In your In Game Menu widget, add a button to unpause the game. You may wish to set Show Mouse Curser to true when you make the widget so you can see what's going on.

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answered Jul 14 '18 at 12:29 PM

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avatar image dZh0 Jul 14 '18 at 01:27 PM

Also, can you please move the "CreateInGameMenuWidget" and the "Set" behind of a IsValid? node.

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