Hello! I’m working on a locked door system based on the Resident Evil 2 remake system and I’m missing one key detail. First, check this video at 2:49 to see how it works in RE2r:
I would like to have an animation of the key used to open the door just like in the video, but said animation will not play if the game gets paused, which I have to do in order to prevent enemies from moving and attacking the player while trying to open a door.
Is there a way to pause the game but not animations like that?
/** Sets whether this actor can tick when paused. */
UFUNCTION(BlueprintCallable, Category="Actor|Tick")
void SetTickableWhenPaused(bool bTickableWhenPaused);
/** Allow each actor to run at a different time speed. The DeltaTime for a frame is multiplied by the global TimeDilation (in WorldSettings) and this CustomTimeDilation for this actor's tick. */
UPROPERTY(BlueprintReadWrite, AdvancedDisplay, Category=Actor)
float CustomTimeDilation;
If i get your goal right, you can implement it via either of those. *assuming they are works as intended*
Hello! I believe this would be done through C++, which I’ve never used before. I found a setting in blueprint called “tick even when paused” which I assumed would do the same thing as
/** Sets whether this actor can tick when paused. */ UFUNCTION(BlueprintCallable, Category=“Actor|Tick”) void SetTickableWhenPaused(bool bTickableWhenPaused);
but it doesn’t do anything. I am using timelines for these animations, is that what is causing it to not work or is the blueprint setting not the same as what you wrote? I really appreciate the help
Hello @JasonKorda ,
I’d suggest two possible ways to achieve that:
The first one is using a Blueprint Interface to manually freeze actors.
You can create a Blueprint Interface with a boolean input (for example, bFreeze).
When executed, every actor implementing something like BPI_Freeze would handle its own pause logic (stop movement, disable AI, pause animations, etc.).
If you also want to disable mouse look, you could create a bCantUseMouseToLook boolean, set it to true when freeze is activated, and back to false when freeze is disabled. Then, inside your Aim input from the Enhanced Input system, add a Branch node that only allows the input when that boolean is disabled.
Then, on the Timeline or animation you still want to play, enable Ignore Time Dilation from the corresponding node or directly inside the Timeline settings. That way, the game remains paused while that animation continues playing normally.
Sorry for the very late response but YES!!! This is exactly it!!! I got it to work as I wanted, finally. Thank you so so so soooo much!! I used the global time dilation node for simplicity and it’s just perfect