Pause editor from blueprint

If someone in need:

From C++, you can use the same method called on the button click, but from code, exactly as we wanted.

In your project build.cs file you just add a dependency to “UnrealEd” module.
Then, from your class code you can call FPlayWorldCommandCallbacks::PausePlaySession_Clicked() (adding #include “Kismet2/DebuggerCommands.h”).

I believe it is simple to make a blueprint node from it.

This is exactly the behavior from Unity´s Debug.Break().

Not frustrating anymore :slight_smile:

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