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48 results for "pause" in function

function
AAIController::PauseMove AIModule

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

function
UBlackboardComponent::PauseObserverNotifications AIModule

Suspends dispatch of blackboard change notifications; any key changes made while paused are queued rather than immediately broadcast to observers.

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
UBehaviorTreeComponent::IsPaused AIModule

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

function
FTimerManager::IsTimerPaused Engine

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

function
UKismetSystemLibrary::K2_IsTimerPaused Engine

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.

function
UKismetSystemLibrary::K2_IsTimerPausedDelegate Engine deprecated

Returns true if a timer exists and is currently paused for the given delegate.

function
UKismetSystemLibrary::K2_IsTimerPausedHandle Engine

Returns true only if a timer exists for the given handle and is currently paused via Pause Timer by Handle.

function
UKismetSystemLibrary::K2_PauseTimer Engine

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.

function
UKismetSystemLibrary::K2_PauseTimerDelegate Engine deprecated

Pauses a running timer for the given delegate at its current elapsed time, leaving it resumable later.

function
UKismetSystemLibrary::K2_PauseTimerHandle Engine

Pauses a running timer at its current elapsed time without clearing it, so it can later be resumed from where it left off.

function
UKismetSystemLibrary::K2_UnPauseTimer Engine

Resumes a timer previously paused with Pause Timer by Function Name, continuing from its current elapsed time rather than restarting.

function
UKismetSystemLibrary::K2_UnPauseTimerDelegate Engine deprecated

Resumes a previously paused timer for the given delegate from its current elapsed time.

function
UKismetSystemLibrary::K2_UnPauseTimerHandle Engine

Resumes a previously paused timer from its current elapsed time, continuing toward its original fire time instead of restarting.

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
UAudioComponent::SetPaused Engine

Pauses or resumes the sound currently playing on this component without stopping and restarting it.

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.

function
UKismetSystemLibrary::Delay Engine

Pauses execution of the calling Blueprint graph for Duration seconds before continuing.

function
UKismetSystemLibrary::DelayUntilNextFrame Engine

Pauses execution until the next engine frame, guaranteeing at least one full frame boundary is crossed before continuing.

function
UKismetSystemLibrary::DelayUntilNextTick Engine

Pauses execution until the calling object's next tick.

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
UKismetSystemLibrary::GetGameTimeInSeconds Engine

Returns the current game time in seconds.

function
AAIController::GetMoveStatus AIModule

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

function
UAudioComponent::GetPlayState Engine

Returns the detailed play state of the audio component: Playing, Stopped, Paused, FadingIn, or FadingOut.

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
UAudioComponent::IsPlaying Engine

Returns true if this component's sound is currently active, including while paused or fading in/out.

function
FTimerManager::IsTimerActive Engine

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

function
UKismetSystemLibrary::K2_IsTimerActive Engine

Returns true if a timer set with Set Timer by Function Name exists for the given object and function and is not currently paused.

function
UKismetSystemLibrary::K2_IsTimerActiveDelegate Engine deprecated

Returns true if a timer exists and is currently running (not paused) for the given delegate.

function
UKismetSystemLibrary::K2_IsTimerActiveHandle Engine

Returns true only if a timer exists for the given handle and is not currently paused.

function
UKismetSystemLibrary::K2_SetTimer Engine

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.

function
UKismetSystemLibrary::K2_TimerExists Engine

Checks whether a timer is currently set for the given object and function pair, whether it is running or paused.

function
UKismetSystemLibrary::K2_TimerExistsDelegate Engine deprecated

Returns true if any timer, active or paused, currently exists for the given delegate.

function
UKismetSystemLibrary::K2_TimerExistsHandle Engine

Returns true if the timer manager still has an entry for the given handle, whether the timer is currently active or paused.

function
UAnimInstance::Montage_IsPlaying Engine

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