AActor::SetTickableWhenPaused
#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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