Path-Following AI and Pausing the Game

I just implemented a pause function into my project by setting custom time dilation for selected actors to zero, but there’s a problem: My AI-controlled characters will abort their move orders when the pause takes longer than about 5 seconds. There’s probably a kind of timer value that is resposible for this, but I have no idea where to look… does anyone know how to fix this?

It’s probably due to AI move block detection. You could try disabling if then the game is paused by calling UPathFollowingComponent::SetBlockDetectionState(false) for every AI you have.

Cheers,

–mieszko

Thanks! Seems like that fixed it. Just in case you know about any other “common problems” with zero time dilation, please let me know. Might save me some time later.