How do I pause TICK only?

It works… but I notice every character on the battlefield pauses animations, even idle ones. All I want to do is pause the TICK which calls the IncrementTurn function. After the character whos turn it is executes an action, then the TICK should continue.

Any idea how to achieve this?

I mean… what I did was I ran a null behavior tree when I wanted the AI a to stop, and the AI behavior tree when I wanted it to start again

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Not sure what that means. Also, the player has a team of characters and the AI has a team of characters. Each character keeps track of its own turn and triggers game pause. Eventually this will tie into actions, but i want to fix this first.

I think i found a solution.

image

There some variations of that. Ill see if that will work and report back.

Not sure if it will show here, but

image

If look closely there is this weird bluring thats happening. That said, doing a Set Tickable on a Mesh does the trick…

I think i need to move that node out of the OnTick Event.

Nope… moved the node to BeginPlay and it still does this wierd bluring effect.

I ended up doing something like this. I put in a isPaused var in GameMode then checked it at start of function and when condition reached set it to true. works perfectly.

I just run a behavior tree that has no tree defined.

You can use a Gate node, hook the event tick to Enter of the gate, and hook custom events on Open and Close tick node. I do that often.

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didnt even know about a Gate node. Thanks for the additional node knowledge