UGameplayStatics::IsGamePaused
#include "Kismet/GameplayStatics.h"
Access: public
Specifiers: staticUFUNCTIONBlueprintPure
Description
Returns whether the game is currently paused.
Caveats & Gotchas
- • Returns false if called from a context where the world is unavailable (e.g. during shutdown), so guard accordingly when using it in destructors or OnEndPlay.
- • In a networked game this reflects only the local world's pause state, which may differ from the server's if pause was initiated by a remote player.
Signature
static ENGINE_API bool IsGamePaused(const UObject* WorldContextObject); Parameters
| Name | Type | Description | Default |
|---|---|---|---|
| WorldContextObject | const UObject* | Object used to retrieve the world context. | — |
Return Type
bool Example
Update pause menu visibility C++
void AMyHUD::DrawHUD()
{
Super::DrawHUD();
if (UGameplayStatics::IsGamePaused(this))
{
// Draw pause overlay
}
} See Also
Version History
Introduced in: 4.0
| Version | Status | Notes |
|---|---|---|
| 5.6 | stable | — |
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