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Pause Game Disables Gamepad Start/Back

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    Pause Game Disables Gamepad Start/Back

    Hello All.

    Pause is working a little too good. After issuing APlayerController->SetPause(true) input from the gamepad appears to be disabled. Is there a way to get the Start/Back buttons while in a pause mode? Having input disabled seems like an odd design choice so I suspect something else is off.

    Any suggestions?

    #2
    Does anyone else have this problem?

    When I press the Start button (Xbox Special Right or Left) to pause my game, and call SetPause() the gamepad stops sending events to the game. Is this normal behavior? Have I done something wrong?
    Last edited by Jerry.Richards; 08-27-2015, 07:27 PM.

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      #3
      The only thing I can think of is that once you hit pause, it stops ticking the PlayerController along with it's Inputs... that might be an engine issue and is probably a bug I'd say.

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        #4
        Thanks for the feedback TheJamsh. It would be nice if someone else could verify this issue too.

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          #5
          You can tell your input actions to execute when paused like this


          C++
          Code:
          InputComponent->BindAction("TogglePause", EInputEvent::IE_Pressed, this, &MyPlayerController::TogglePause).bExecuteWhenPaused = true;

          Blueprint
          Click image for larger version

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            #6
            Nice Alderbit!

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              #7
              Awesome Alderbit That worked perfectly.

              Thank you.

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