48 results for "pause" in function
Temporarily halts the active path-following move without cancelling it, provided the active request ID matches RequestToPause.
Suspends dispatch of blackboard change notifications; any key changes made while paused are queued rather than immediately broadcast to observers.
Temporarily suspends a timer so it stops counting down.
Iterates the list of CanUnpause delegates and removes any that return true.
Unconditionally removes all CanUnpause delegates belonging to PauseActor and calls ClearPause if any were removed.
Returns whether this actor's primary tick function is set to tick even when the game is paused.
Returns elapsed time in seconds since the world started, adjusted by time dilation but continuing to advance while the game is paused.
Returns whether the game is currently paused.
Returns true if the game is currently paused.
Returns true if the tree is running but execution requests are currently being postponed because PauseLogic was called.
Returns true if the specified timer exists and is currently in the paused state.
Returns true if a timer set with Set Timer by Function Name exists for the given object and function and is currently paused via Pause Timer by Function Name.
Returns true if a timer exists and is currently paused for the given delegate.
Returns true only if a timer exists for the given handle and is currently paused via Pause Timer by Handle.
Pauses a timer previously set with Set Timer by Function Name at its current elapsed time, identified by object and function name rather than a handle.
Pauses a running timer for the given delegate at its current elapsed time, leaving it resumable later.
Pauses a running timer at its current elapsed time without clearing it, so it can later be resumed from where it left off.
Resumes a timer previously paused with Pause Timer by Function Name, continuing from its current elapsed time rather than restarting.
Resumes a previously paused timer for the given delegate from its current elapsed time.
Resumes a previously paused timer from its current elapsed time, continuing toward its original fire time instead of restarting.
Pauses the specified montage at its current position.
Pauses or unpauses the game.
Requests the game be paused on behalf of a PlayerController.
Pauses or resumes the sound currently playing on this component without stopping and restarting it.
Controls whether this actor's primary tick function fires while the game is paused.
Controls whether this component's tick continues to fire while the game is paused.
Resumes a previously paused timer, restoring the remaining countdown from when it was paused.
Returns true if the game allows pausing.
Pauses execution of the calling Blueprint graph for Duration seconds before continuing.
Pauses execution until the next engine frame, guaranteeing at least one full frame boundary is crossed before continuing.
Pauses execution until the calling object's next tick.
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.
Returns the current game time in seconds.
Returns the current movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.
Returns the detailed play state of the audio component: Playing, Stopped, Paused, FadingIn, or FadingOut.
Returns elapsed time in seconds since the world started, unaffected by time dilation and not stopped when the game is paused.
Returns elapsed time in seconds since the world started, adjusted by time dilation.
Returns the FTimerManager for this world, used to schedule, cancel, pause, and query gameplay timers.
Returns true if this component's sound is currently active, including while paused or fading in/out.
Returns true if the timer referred to by InHandle is currently running and not paused.
Returns true if a timer set with Set Timer by Function Name exists for the given object and function and is not currently paused.
Returns true if a timer exists and is currently running (not paused) for the given delegate.
Returns true only if a timer exists for the given handle and is not currently paused.
This is the Blueprint 'Set Timer by Function Name' node — the standard way to schedule a delayed or repeating call to a named function on an object.
Checks whether a timer is currently set for the given object and function pair, whether it is running or paused.
Returns true if any timer, active or paused, currently exists for the given delegate.
Returns true if the timer manager still has an entry for the given handle, whether the timer is currently active or paused.
Returns true if the specified montage is currently active and playing (not paused, not blending out).