Any way to execute delays in functions inside game instance when the game is paused?

So I want to run a custom event that has a delay, and this event is in my game instance blueprint, and it has to run while the game is paused. Is it possible?

Hey @fael097!

So I’ve never had the need for this but… I don’t think gameInstance is affected by pausegame? I know it doesn’t have the option to “tick when paused” because gameinstance doesn’t have a tick. Have you tried to do this yet? What are the results?

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Yeah, I tried, it doesn’t work.

My assumption is that it doesn’t work precisely because it doesn’t tick, but I was wondering if there’s a workaround for it.

you can have some actor with a call dispatch binded into gameinstance
I had similar issues like that in the past and what I used is a timeline inside an
actor.

timelines can run even if the game is paused while timers dont.
So you can make a timeline…set as tick when paused and inside the timeline
put some even trigger track that makes a call to be heared by the binded gameinstance.

Yes I know…its too hacky lol

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Try this thread- they used GameMode to create a workaround for giving gameInstance a tick during pause. This may help you if you don’t mind gameMode ticking!

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Very interesting! I actually used game state, it’s kinda janky, but it works! thanks guys

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