Pause Game node also Pauses Widget Animations


Pause Game is also pausing widget animations. Any idea about preventing that?
Currently if I pause before playing a widget animation, the widget does not change visually.
I can click on the buttons but if the game is paused animations such as fading opacity or translation will not play.


I found this console command in another thread with someone who wanted their widgets to pause when the game is paused. They set this command to false. Ironically I have the opposite problem and setting it to true, or false, does nothing to solve this problem.

If I don’t pause, the animations play perfectly fine. I want to pause the game and allow the menus to animate as the player moves through them.


On button press, fade out opacity of current widget, switch to different widget, fade in opacity of widget. Pausing at the end allows for animations, pausing at the beginning does not.

Thanks for your help!

When setting a game in paused mode all ticking events will be disabled. There is a node called “Set tickable when paused”

Add this to your widget actor. Also anything owned by this actor will tick. So basically you can set your main HUD actor to tickable.

Ah jeez. I was looking for this set tickable in the details panel. Didn’t even think of trying to put it as a node in the event graph. I will try this today and update here if it is solved.


Still stuck. I’ve set Tickable When Paused true in a new HUD and used print string to confirm that it was running. This didn’t change anything. There is NOT a way for adding this node within a widgets event graph and the option is NOT available in their details panel or the event graph. I also tried enabling this for both the player controller and the player character and this had no changes that I could see.

Are widget animations working for you when the game is paused?

The actor you create the widget has to be set to tickable. Guess you are creating the widget through your player controller. For test purposes you can add your player controller as target. If this is working you move your widget creation to a separate “hud actor”

I just read the documentaion. When i’m back on my desk i can try to build an example. :grin:

Update: No luck. I created the widget in the TickableHUD with tickable set to true. The game starts as paused and the fade in animation refused to play. I should mention the widget is there though as I can still hear the hover sfx of the buttons. This has always been the case but specifically the animations I have tried to do, Translation and Opacity changes, do not work when the game is paused.
I will create a test in the tickableHUD with tickable when paused true, create widgets there, and see if animations work there.
Moving the widget creation from the character BP to the TickableHud will break lots of things as I reference widgets through the character since that is where they’ve been created. To clarify, I did set “tickable when paused” to true within the character, where the widgets are created/added to the viewport. Also set “tickable when paused” to true in the controller and the new tickableHUD just in case and nothing changed.

Did you watched this? You may need also to change your code that it is corresponding to the EventTick Event.

I have. Were you able to animate widgits while the game is paused with this set to true anywhere? Would be great if someone can confirm the issue in-engine.

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