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AGameModeBase::ClearPause

function Engine Since 4.14
#include "GameFramework/GameModeBase.h"
Access: public Specifiers: virtualENGINE_API

Description

Iterates the list of CanUnpause delegates and removes any that return true. When the list is empty the game is unpaused. Returns true if unpausing occurred.

Caveats & Gotchas

  • This function evaluates delegates but does not force-clear them. If a delegate returns false, it stays in the list and the game remains paused. Use ForceClearUnpauseDelegates to unconditionally remove a specific actor's delegates.
  • Called automatically by the engine each tick while paused. You rarely need to call it manually; the typical approach is to ensure your CanUnpause delegate returns true at the right time.

Signature

virtual bool ClearPause()

Return Type

bool

Example

Check if pause cleared after a menu closes C++
void AMyPlayerController::CloseMenu()
{
    bMenuOpen = false; // delegate's IsMenuClosed() will now return true
    // ClearPause is called automatically by the engine on the next tick
    // but we can also trigger it immediately:
    AMyGameMode* GM = GetWorld()->GetAuthGameMode<AMyGameMode>();
    if (GM) { GM->ClearPause(); }
}

Version History

Introduced in: 4.14

Version Status Notes
5.6 stable

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