Looks like this was introduced as part of PR#5337 [Link Removed]. It forces bProcessFeedback to always be true regardless of the paused state. 

Steps to Reproduce
  • Spawn a Force Feedback Component via UGameplayStatics::SpawnForceFeedbackAtLocation
  • Pause the game via the Player Controller using UGameplayStatics::SetGamePaused
  • Note that the feedback doesn't stop

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ComponentUE - Gameplay - Input
Affects Versions4.26.1
CreatedMar 5, 2021
UpdatedSep 22, 2022