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UBehaviorTreeComponent::IsPaused

function AIModule Since 4.0
#include "BehaviorTree/BehaviorTreeComponent.h"
Access: public Specifiers: virtualconstoverride

Description

Returns true if the tree is running but execution requests are currently being postponed because PauseLogic was called.

Caveats & Gotchas

  • A paused tree still counts as IsRunning() — pausing suspends new execution decisions, it doesn't stop the tree outright.
  • Cleared by ResumeLogic (inherited from UBrainComponent), not by any method on this class directly.

Signature

virtual bool IsPaused() const override;

Return Type

bool

Example

Skip logic while paused C++
if (BTComp->IsRunning() && !BTComp->IsPaused())
{
	// safe to issue gameplay-driven execution requests here
}

Tags

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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