Pause Menu
 Author: Keon Fryson
Author: Keon Fryson
While setting up the pause menu this week, I ran into a frustrating bug: the menu would open fine the first time, but after hitting "Resume" and trying to open it again, nothing would show up. The input was working, and the game was pausing, but the UI just wouldn’t appear again. I double-checked the logic that shows the pause menu and everything seemed like it should work.
This was a serious issue, because the pause menu is a critical part of player control. If players can’t access it to change settings, resume, or exit, it breaks the whole game flow. I needed to fix it quickly so that the UI felt reliable.
After checking through the widget hierarchy, I realized the problem was that I was only hiding a Canvas Panel inside the pause menu widget, not the entire widget itself. So when I resumed the game, only the panel was hidden. Later, when I told the widget to show again, the widget was technically visible, but the panel with all the buttons and UI elements was still hidden. That’s why nothing came up.
The fix was simple: instead of just hiding the Canvas Panel, I made sure to hide and show the entire widget. Once I updated the logic to control the full widget’s visibility, everything worked as expected. The pause menu now shows up correctly every time I pause the game.
Get Real-Time Skeletons
Real-Time Skeletons
| Status | In development | 
| Author | TailByte | 
| Genre | Strategy | 
| Tags | Hex Based, Indie, Medieval, rts, Singleplayer, Unreal Engine | 
More posts
- Level Generation is Very SlowJun 27, 2025
- Issues with AI 3: Return of the Electric SheepJun 27, 2025
- More Command thingsJun 27, 2025
- Widget Component Misalignment in RTS UIJun 26, 2025
- Issues with AI 2: Electric BoogalooJun 21, 2025
- Level Generator Ramp PlacementJun 20, 2025
- UI Timer TroubleJun 18, 2025
- Issues with AIJun 14, 2025
- Basic Level GeneratorJun 13, 2025
Leave a comment
Log in with itch.io to leave a comment.