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