Pausing a game messes up timed events

eldiablo

  • Posts: 23
I have a actor behavior custom event that starts an animation and after (do after) 0.5 s switches back to another animation (static state). This works fine most of the time, but after the game is paused and unpaused again the timed do after blocks don't fire anymore. The animation just starts and keeps going. The do after is completely ignored.

eldiablo

  • Posts: 23
Anyone can confirm this? Seems a pretty severe bug...

eldiablo

  • Posts: 23
So only solution is a massive logic rewrite to circumvent the bug? Anybody?

Dom818

  • *
  • Posts: 1292
Not sure about the timed events, but I know the regular timed blocks placed in an always event usually pause. You could try that and see if it works.