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Forcing event to broadcast while game is paused

I’m trying to set UMG navigation up from the keyboard so the player can navigate menus via keystroke while the game itself is paused via the Set Game Paused node. Currently, all menu commands are registered in the .cpp of my controller child class, which in turn broadcasts custom FKeypressDelegate events that my UMG stuff binds itself to in blueprint.

If I were registering keystrokes in blueprint, I could manually create a node for each specific command and set it to “Execute When Paused,” but is there a UFUNCTION specifier or something similiar I can put in my .cpp to ensure that FKeypressDelegate.Broadcast() fires while the game is paused?