Description

SetGamePaused documentation states that it returns "whether the game was successfully paused/unpaused." This seems to imply that a return value of true means either the game was paused and was unpaused or was not paused and was successfully paused.

When called with a bool of false passed in while the game is paused, the game unpauses as expected, however the return value is false.

Steps to Reproduce
  1. Open UE4 Editor
  2. Create Blueprint based on actor (MyActor)
  3. In event graph, add two Set Game Paused nodes and 2 print string nodes
  4. Set one Pause node input checkbox to true and one to false
  5. Wire return value of each Pause node into Print String node
  6. Wire execution pins as BeginPlay > Pause(true) > print > Pause(false) > Print
  7. Add instance of BP to the level

Result:
First True is printed followed by False on begin play

Expected:
According to documentation, True should be printed both times to indicate that the pause/unpause was successful each time SetGamePaused was called.

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Fixed
ComponentGameplay
Affects Versions4.12.4
Target Fix4.14
Fix Commit3114118
Main Commit3136620
CreatedJul 6, 2016
ResolvedSep 6, 2016
UpdatedApr 27, 2018