When I open the top-down template, open BP_TopDownGameMode, and add a Set Game Paused node on BeginPlay (delayed by a couple of seconds just to make sure the game is all loaded), it works normally for Standalone and Listen Server, but if I change the Net Mode to Play as Client it fails to set properly. I know I am playing from a client, but the pause node is called from the GameMode, which exists on the server. This is a new template, but this also happens in my regular project. I’ve also tested this on 5.4.4 and 5.5.1. Is this a UE bug or is there something I am missing?
What does it actually print?
It could be that the “pause” action isn’t getting replicated to the client because the game is paused …
Thanks for responding!
This is what it prints. It fails to set, but it only mentions the server so you might be right about not reaching the client.
I tried putting the same code in the player pawn. This way the code should run on both the server and the clients, since the server and the clients should each have their own copies of the pawn.
This didn’t work either, but gave me the following print out:
Both pawns execute the code on the server and each client (6 prints total), but everything fails to set paused, regardless of who runs it or where they run it.