Keeping Widget blueprint ticking when paused

Hi! I am trying to make a pause menu UI with a Widget BP but cant find the option to let the widget keep ticking when game is paused.

3 Likes

Tick when paused is an option.

but cant assign that node to a widget BP :frowning:

The widget Actor needs to tick.
Basically the actor that you create the widget on has the be the one you set to tick when paused.
Anything owned by that actor should then continue to tick despite the game being paused.

Normally you just create a hud actor - or a dedicated actor to do this.

UMG Widgets “on create” only have a Player controller to assign, not an actor. I have the same problem. Can someone better explain how to set a UMG widget to make it tick when the game is paused?

3 Likes

Did you figure this out? I’m stuck

@dudebat923 can you share your problem?

I just did a test and widget ticks even when paused. here is the proof:

widget BP:

A simple BP of a cube rotating placed in the scene. Is set to no tick when
pause

in the level BP I add the widget and set the P key to pause and unpause.
Note the key input is also set to work on pause.

here is the video:

Mine is a pause menu. I have custom buttons that update on tick, but since the game is paused, they don’t tick. They are created by my HUD class, and that is set to tick on pause. I’ve tried it with the controller and the player, too, but those don’t work, either

That’s the most common use, and if you set it right it works.
Whether UMG stuff (like animations, slide in, fades etc).
Or player meshes or scene renders etc.

Open your own topic with pictures/details if you can’t get it going.

Also, there are many ways to select the tick group and tick option(s) for classes or actors, or widgets. Blueprint or c++ is not the only way…