[QUESTION] Pausing with Level Streaming

Hi everyone!

Another question I’m throwing your way!

I’ve been trying to figure this out but yet again, I’ve got no idea how to go about it and I’m turning to you beautiful people for help!


Basically, I have a massive world split into chunks via level streaming; I also have seperate sub-levels for “Pause menu” .etc.

Basically when the game is paused, I use a “Set View Target with Blend” to smooth into the “Pause Camera” (Which is a little box room with data such as “Current health” and whatnot.

To pause the game, I’ve been using the “Set Game Paused” but in doing so (Obviously), the camera switching event and the pause menu don’t work (As they’re both paused).

I’ve tried setting “Set Actor Tickable” for every actor in the pause scene and the camera, but it doesn’t seem to be working.


Is there something I’m doing wrong or an alternative route I can take?

Thanks in advance!

Hello,
I’ve seen recently in a thread that you can set which actor is paused or not. Will try to find it if you don’t find solution.

Did you try to set your camera event before game pause ? (by maybe adding game pause at the end of this event for example)

Tried to find it but had no luck!

The problem is that in my project, Every single second counts (As it works on a timer) and thus I don’t want the player to lose a few seconds on the timer as they are pausing :confused:

Found it : How i can make bit smarter pause? - Blueprint Visual Scripting - Unreal Engine Forums : a bool “simulate on pause” and “custom time dilatation”. You’ll find more explanations in thread (in hope it helps ^^)

Been playing around it but haven’t been getting very far. There’s a lot that needs to be paused; Is there no way to do it game-wide and set things that shouldn’t be paused as “Omitted from pause”?

Hellow there Kitatus, i was wondering which solution you picked in the end. I could set something up given the info on this thread, but would you mind sharing some experience and enlightment?

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