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UGameplayStatics::SetGamePaused

function Engine Blueprint Since 4.0
#include "Kismet/GameplayStatics.h"
Access: public Specifiers: staticUFUNCTIONBlueprintCallable

Description

Pauses or unpauses the game. Returns true if the pause state was successfully changed.

Caveats & Gotchas

  • Pause only works on the server/standalone; calling it on a pure client has no effect unless the game mode allows client-side pause.
  • Actors with bTickEvenWhenPaused=true (and the corresponding UFUNCTION specifier) will continue ticking while paused — UI and cursor actors often use this.
  • The game mode's CanUnpauseBy() delegate can block unpausing, so a false return does not necessarily mean an error.

Signature

static ENGINE_API bool SetGamePaused(const UObject* WorldContextObject, bool bPaused);

Parameters

Name Type Description Default
WorldContextObject const UObject* Object used to retrieve the world context.
bPaused bool True to pause the game, false to unpause.

Return Type

bool

Example

Toggle pause from pause menu C++
void UMyPauseMenuWidget::OnPauseButtonClicked()
{
    bool bWasPaused = UGameplayStatics::IsGamePaused(this);
    UGameplayStatics::SetGamePaused(this, !bWasPaused);
}

Version History

Introduced in: 4.0

Version Status Notes
5.6 stable

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