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32 results for "pause"

function
AAIController::PauseMove AIModule

Temporarily halts the active path-following move without cancelling it, provided the active request ID matches RequestToPause.

function
FTimerManager::PauseTimer Engine

Temporarily suspends a timer so it stops counting down.

function
AGameModeBase::ClearPause Engine

Iterates the list of CanUnpause delegates and removes any that return true.

function
AGameModeBase::ForceClearUnpauseDelegates Engine

Unconditionally removes all CanUnpause delegates belonging to PauseActor and calls ClearPause if any were removed.

function
AActor::GetTickableWhenPaused Engine

Returns whether this actor's primary tick function is set to tick even when the game is paused.

function
UGameplayStatics::GetUnpausedTimeSeconds Engine

Returns elapsed time in seconds since the world started, adjusted by time dilation but continuing to advance while the game is paused.

function
UGameplayStatics::IsGamePaused Engine

Returns whether the game is currently paused.

function
AGameModeBase::IsPaused Engine

Returns true if the game is currently paused.

function
FTimerManager::IsTimerPaused Engine

Returns true if the specified timer exists and is currently in the paused state.

function
UAnimInstance::Montage_Pause Engine

Pauses the specified montage at its current position.

function
UGameplayStatics::SetGamePaused Engine

Pauses or unpauses the game.

function
AGameModeBase::SetPause Engine

Requests the game be paused on behalf of a PlayerController.

function
AActor::SetTickableWhenPaused Engine

Controls whether this actor's primary tick function fires while the game is paused.

function
UActorComponent::SetTickableWhenPaused Engine

Controls whether this component's tick continues to fire while the game is paused.

function
FTimerManager::UnPauseTimer Engine

Resumes a previously paused timer, restoring the remaining countdown from when it was paused.

function
AGameModeBase::AllowPausing Engine

Returns true if the game allows pausing.

struct
FTimerHandle Engine

An opaque handle that uniquely identifies a timer managed by FTimerManager.

class
FTimerManager Engine

Manages all gameplay timers for a UWorld instance.

function
UGameplayStatics::GetAudioTimeSeconds Engine

Returns time in seconds since the world was brought up for play, stopped when the game is paused, and not dilated or clamped by time dilation.

function
AAIController::GetMoveStatus AIModule

Returns the current movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.

function
UGameplayStatics::GetRealTimeSeconds Engine

Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused.

function
UGameplayStatics::GetTimeSeconds Engine

Returns elapsed time in seconds since the world started, adjusted by time dilation.

function
UWorld::GetTimerManager Engine

Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.

function
FTimerManager::IsTimerActive Engine

Returns true if the timer referred to by InHandle is currently running and not paused.

function
UAnimInstance::Montage_IsPlaying Engine

Returns true if the specified montage is currently active and playing (not paused, not blending out).

function
UAnimInstance::Montage_Resume Engine

Resumes a previously paused montage from the position at which it was paused.

function
AAIController::OnGameplayTaskDeactivated AIModule

Called when a gameplay task owned by this controller transitions out of the active state, either because it finished, was paused, or was cancelled.

function
AAIController::RequestMove AIModule

Hands an already-computed path to the PathFollowingComponent and starts movement.

function
AAIController::ResumeMove AIModule

Resumes the last AI-paused move request if its ID matches RequestToResume.

function
UActorComponent::SetupActorComponentTickFunction Engine

Configures a tick function with standard component tick rules: tick after the actor, skip static or template actors, and respect the owner's pause-tick setting.

function
AActor::TickActor Engine

The internal dispatcher called by the PrimaryActorTick function each frame.

function
FTimerManager::TimerExists Engine

Returns true if a timer with the given handle exists in the active, paused, or pending list.