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Pause Game Disables Gamepad Start/Back

Hello All.

Pause is working a little too good. After issuing APlayerController->SetPause(true) input from the gamepad appears to be disabled. Is there a way to get the Start/Back buttons while in a pause mode? Having input disabled seems like an odd design choice so I suspect something else is off.

Any suggestions?

Does anyone else have this problem?

When I press the Start button (Xbox Special Right or Left) to pause my game, and call SetPause() the gamepad stops sending events to the game. Is this normal behavior? Have I done something wrong?

The only thing I can think of is that once you hit pause, it stops ticking the PlayerController along with it’s Inputs… that might be an engine issue and is probably a bug I’d say.

Thanks for the feedback TheJamsh. It would be nice if someone else could verify this issue too.

You can tell your input actions to execute when paused like this

C++


InputComponent->BindAction("TogglePause", EInputEvent::IE_Pressed, this, &MyPlayerController::TogglePause).bExecuteWhenPaused = true;

Blueprint
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2 Likes

Nice Alderbit!

Awesome Alderbit :slight_smile: That worked perfectly.

Thank you.