I was able to get this to work for my case. Here is what I did. I had a full blueprint project so first I had to generate the sln. That was a whole other step and there are a couple of guides out there for that. That step was so that I could see the the C++ class PlayerController in my folders in the editor.
I then went to the PlayerController C++ class in the editor, right clicked it and chose “Create Blueprint Class Based On PlayerController”
The default name it chose for the file was MyPlayerController, I left this.
Then I went into the project settings under maps and and modes and changed the player controller class from the PlayerController to MyPlayerController.
Then in my ability blueprint, just before the camera shake was needed, I cast to MyPlayerController and set the “Should perform full tick when paused” to true. After the shake was done I set it back to false. For me personally I can’t just leave this true all the time.
This worked for me for this game.