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.
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.
i have this problem UE4CC-Windows-58DC12AF4B97F057BD108FBFF569B2E9_0000
I am not able to find world outliner how to enable it?
Undefined sysmbol: typeinfo for AActor when cross-compile linux dedicated server on windows
Delay nodes occasionally don't fire the "Completed" output in a nativized build
An error occurred while trying to generate project files !?
When I open UE4 4.24.3 it appears that. Does anyone know how to solve?
Head over to the existing Questions & Answers thread and let us know what's up.
0 |
Component | UE - Gameplay |
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Affects Versions | 4.12.4 |
Target Fix | 4.14 |
Fix Commit | 3114118 |
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Main Commit | 3136620 |
Created | Jul 6, 2016 |
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Resolved | Sep 6, 2016 |
Updated | Apr 27, 2018 |