Stopping Skeletal Mesh Animations while in Widget

Hi Everyone,

I have a bit of an odd problem I’m trying to solve and thought I would once again ask for some help. I have quite a few skeletal mesh actors all with looping animations in my level. However, I can’t seem to get those animations to pause while I’m inside the widget. I need specific keyboard input during the widget so simply setting the game mode to pause won’t work in my case.

The widget only opens through a “clickable component” blue print. Once the user clicks on that object the widget pops up and I want all the other figure animations to pause. Then after exiting the widget those animations can resume again.

I’m trying to use an event dispatcher within the clickable component blueprint that then gets called in the level blueprint. The event dispatcher looks like this:

Inside the level blueprint the event being called by the dispatcher looks like this:

What I can’t seem to work out is I keep getting a warning and that this “Cast to” will always fail as Clickable component does not inherit player controller. Am I doing this the correct way or is there an easier way to achieve this. Any help is greatly appreciated!

THANKS!

Now when you say you need specific keyboard input you mean you need to be able to use keys while using the widget… it it possible that your player controller doesn’t have Tick even when paused enabled. Otherwise you should be able to use get input when paused.

Also make sure your actionevent executes when paused.

you could also try setting componenttickenabled to off.

345030-comptick.jpg

Thanks for the input. My main issue with setting the game to pause is that it locks out my ability to 3D rotate and and inspect the object that is clicked. I am using a Render Target that takes in the user input. When I set the game to paused, I click the object and the render target appears but I can no longer click and rotate around it in 3D. Is there a way to prevent that from happening. If so, then setting the game to pause is the easiest solution.

Thanks!