30 results for "pause" in function
Temporarily halts the active path-following move without cancelling it, provided the active request ID matches RequestToPause.
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 specified timer exists and is currently in the paused state.
Pauses the specified montage at its current position.
Pauses or unpauses the game.
Requests the game be paused on behalf of a PlayerController.
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.
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 movement state of the PathFollowingComponent — Idle, Waiting, Paused, or Moving.
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 the timer referred to by InHandle is currently running and not paused.
Returns true if the specified montage is currently active and playing (not paused, not blending out).
Resumes a previously paused montage from the position at which it was paused.
Called when a gameplay task owned by this controller transitions out of the active state, either because it finished, was paused, or was cancelled.
Hands an already-computed path to the PathFollowingComponent and starts movement.
Resumes the last AI-paused move request if its ID matches RequestToResume.
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.
The internal dispatcher called by the PrimaryActorTick function each frame.
Returns true if a timer with the given handle exists in the active, paused, or pending list.