

I could try to fix it overriding the OnUnregister to let the background blur ro have and empty OnUnregister version of the virtual method but I’m not sure that it will be the correct solution. Is it this intented to work like this? To me it seems a bug.

Actually LGUIEventSystem is a ActorComponent, so you need to create a ActorComponent which inherit LGUIEventSystem and check “TickEvenWhenPaused” of that component, then attach that component to your actor.Īnd, I will add a more obvious warning if more than on EventSystem is spawned.įurther analysis revelead that everytime you make a change to Blur Strength during PIE LGUI will call RemoveFromLGUIRenderer() (it calls the OnUnregister method that contains that call) on the post process component thereby removing it from the list of the hudPrimitives array that get rendered from the LGUIRenderer that’s why the blur will not render anymore. Time dilation doesn’t immediately stop audio playback like pause does and causes weird physics problems. How would I go about having menus work while the game is paused?Įdit: It seems I’ve mistakenly spawned more than one EventSystem actor during subsequent menu loading/destroying and now it actually works on global time dilation but I still would rather have it working during pause. Setting global time dilation to low values slows the game down enough to make it look like it’s paused and trace events work however clicking on buttons doesn’t yield any result. I’ve tried checking “Tick Event when paused” on as much actors as possible (EventSystem, ScreenSpaceInteraction and all custom actor components) but it doesn’t seem to work. Hi, I’m struggling to have LGUI running during pause.
