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UI deactivates when the pause menu is activated

edited December 2025 in Engine development

Hi,

I had never noticed until now that when you are on an interface that activates by clicking on the access point with an action list with turn on and you click on the Pause menu, the interface deactivates.

And so, when we make a summary to return to the game, the user interface is disabled. How can I keep the enabled UIs active even if we pause the game ?

Because I think there's another easier way than having to add each UI manually in the pause menu to keep it enabled ?

Thank you for your answers. And by the way, I wish you all a happy holiday season.

Comments

  • edited December 2025

    Happy holidays to you too, @lisbeth.

    I'm not 100% sure of your meaning - is it possible there's a mistranslation? I'll need to know the aspects you're referring to in AC terminology.

    If you can share screenshots that help illustrate the issue, that should help me understand the situation.

  • Hi,

    In fact, when I click on a hotspot I have the following action list that executes

    The camera changes and the keypad menu is displayed.

    The problem is that if I click on the pause menu

    The Keypad menu is disabled.

    So I would like to know if there is a way for the menu not to deactivate when you click on pause.

  • The lower-left Menu is the InGame menu. Its Menu button, which opens the Pause menu, has its Click type set to Crossfade, which causes all Menus to turn off except the one defined in the Menu to switch to field.

    To have greater control over exactly what gets turned on and off, set the Click type instead to Run Action List, and use Menu: Change state Actions to affect specific Menus.

  • Hi,

    Okay, thank you. Yes, that's what I thought.

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