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AActor::SetTickableWhenPaused

function Engine Blueprint Since 4.0
#include "GameFramework/Actor.h"
Access: public Specifiers: UFUNCTIONBlueprintCallable

Description

Controls whether this actor's primary tick function fires while the game is paused. Enable this for pause-menu actors, cinematic controllers, or any actor that must animate during a pause state.

Caveats & Gotchas

  • Only affects the actor's own tick function. To tick components during pause you must also set bTickEvenWhenPaused = true on each component's tick function directly.
  • Actors with this enabled will still have their DeltaTime set to 0 while paused if the world's TimeDilation is 0 — be careful relying on DeltaTime for animation in paused state.

Signature

void SetTickableWhenPaused(bool bTickableWhenPaused)

Parameters

Name Type Description Default
bTickableWhenPaused bool If true, the actor's tick will fire even while the game is paused.

Return Type

void

Example

Make a HUD actor tick during pause C++
AMyHUDActor::AMyHUDActor()
{
    PrimaryActorTick.bCanEverTick = true;
    // Ensure we can animate the HUD while paused
    SetTickableWhenPaused(true);
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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