# How to execute a non-input event/function when the game is paused?

**URL:** <https://forums.unrealengine.com/t/how-to-execute-a-non-input-event-function-when-the-game-is-paused/402738>\
**Category:** Blueprint\
**Tags:** pause-game, unreal-engine, UE4, Blueprint, question\
**Created:** [August 24, 2017, 3:00pm UTC](https://forums.unrealengine.com/t/how-to-execute-a-non-input-event-function-when-the-game-is-paused/402738 "2017-08-24T15:00:19Z")\
**Posts on this page:** 1\
**Page:** 1

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**Author:** ![Ichinose](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/ichinose/32/561593_2.png) [@Ichinose](https://forums.unrealengine.com/u/Ichinose)\
**Post date:** [August 24, 2017, 3:00pm UTC](https://forums.unrealengine.com/t/how-to-execute-a-non-input-event-function-when-the-game-is-paused/402738/1 "2017-08-24T15:00:19Z")

</div>

So I am working on an RPG project, and decided to put the equipment system in the pause menu (hopefully for easier use in consoles).  
I have created this blueprint with a function to remove clicked object from inventory, and I put this in a UMG component. However, this doesn’t work when the game paused, but working after I unpause the game.

Here is the blueprint I’ve created.

 ![211035-capture.jpg](https://d3kjluh73b9h9o.cloudfront.net/original/4X/9/6/4/964fa9562a650461a2bbf7dc726c685d4dda00a9.jpeg)

I’m using the **Set Game Paused** boolean and Flipflop to switch the game between paused and unpaused state. Also, I’ve set the “Tick even when paused” enabled in the _CH\_MyCharacter1_ character, but no luck.

Anyone here can give solution so this event/function can work even when the game paused? Or is there another (less complicated) way to pause the game besides **Set Game Paused** node?
