I’m currently trying to implement the pause system in our game. It’s possible for the player to pause the game while there is a looping force feedback occurring. I want to be able to stop this shake while paused and resume it when unpaused.
I think it goes without saying (but I’ll say it anyway) that I’m looking for a way to do this without the pause system having to communicate with the other gameplay systems that are causing the rumble i.e. I want “pause all rumble” and “resume all rumble” behaviours.
If it matters, I’m using the “Client Play Force Feedback” Blueprint node.
Okay, this is a bit weird. So I’ve just got around to trying this out. It worked! But then I tried disconnecting it and trying again, and it also worked. It seems that just calling SetGamePaused is enough to properly pause all of the rumble, which was not the case when I was testing this a month ago.
Now, I wouldn’t put it past me that I was doing something weird with my tests before, but were there some changes to the pause system in the last patch? Also, is this the behaviour that you would expect?
I’m going to do a bit more testing with it just to make sure it’s working for all our cases, but I always find it a little worrying whenever things just start working on their own.
If you still experience the issue with the XB1 controller (at that point it may be your setup), please create a small test project for us to test in-house OR recreate my setup from above and test it there.