AGameModeBase::AllowPausing
#include "GameFramework/GameModeBase.h"
Access: public
Specifiers: virtual
Description
Returns true if the game allows pausing. Override to restrict pause access to specific controllers or game states.
Caveats & Gotchas
- • The base implementation simply returns the value of the protected `bPauseable` flag; if you override without consulting it you may silently break single-player pause even when `bPauseable` is false.
- • This is only called on the server — clients cannot unilaterally pause a multiplayer session and should not rely on this returning true on their side.
- • Returning false here does not un-pause a game that is already paused; call `ClearPause()` separately if needed.
Signature
virtual bool AllowPausing(APlayerController* PC = nullptr) Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| PC | APlayerController* | The player controller requesting to pause, or nullptr to check globally. | nullptr |
Return Type
bool Example
Allow pause only for the host player C++
bool AMyGameMode::AllowPausing(APlayerController* PC)
{
// Only allow the listen-server host to pause
if (PC && PC->IsLocalController())
{
return Super::AllowPausing(PC);
}
return false;
} Tags
Version History
Introduced in: 4.14
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
Feedback
Was this helpful?