Lumberyard
User Guide (Version 1.16)

Pausing a Scene

This topic references tools and features that are legacy. If you want to use legacy tools in Lumberyard Editor, disable the CryEntity Removal gem using the Project Configurator or the command line. To learn more about legacy features, see the Amazon Lumberyard Legacy Reference.

Using Flow Graph, you can pause a sequence and keep it in a loop until the player presses a button. This can be useful when the player picks something up, moves forward, or jumps, for example.

A simple implementation would be to add a track event to a sequence when the pause should happen. Then set the PlaySpeed input value to 0 in the Animations:PlaySequence Flow Graph node, and then to 1 when the player presses the required button, as shown below.

With this method, however, the sequence stops and continues suddenly and is completely static; there is no movement at all during the pause. A better method would be to add several Interpol:Float nodes to slow down the play speed, and a small loop to keep some movement in the scene.

However, this would create an infinite pause of the sequence. To make it continue automatically after a certain amount of time, add a Time:Delay node as an optional path to the Input:Action node. Note the use of the Logic:Gate node that is used in the following example to prevent the sequence from continuing twice.