Game systems that override GameSystem::ShouldBePaused() { return true; } have their IsEnabled() state automatically toggled when the game is paused/unpaused. This behavior is unexpected, as GameSystem::Enable should be an independent toggle separate from pause handling, considering that a common use case of GameSystem::Enable is to turn on/off the system when you register a component or after all components have been unregistered.
Description
Description
Details
Details
- Severity
- None
- Resolution
- Open
- Reproducibility
- N/A
- Operating System
- Windows 11 x64
- Category
- General