at://jaystevens.me/app.bsky.feed.post/3lhhshy7rdc2p

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{
  "$type": "app.bsky.feed.post",
  "createdAt": "2025-02-06T00:13:17.770Z",
  "langs": [
    "en"
  ],
  "reply": {
    "parent": {
      "cid": "bafyreiavzvmodhqj7fwpag5psdorraz6psxhbreg35dbjnjs7dcryj322u",
      "uri": "at://did:plc:sesjbqg7mbxjwp6rb4zftnt5/app.bsky.feed.post/3lhhqccjlbk2o"
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    "root": {
      "cid": "bafyreiavzvmodhqj7fwpag5psdorraz6psxhbreg35dbjnjs7dcryj322u",
      "uri": "at://did:plc:sesjbqg7mbxjwp6rb4zftnt5/app.bsky.feed.post/3lhhqccjlbk2o"
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  },
  "text": "FWIW, `AGameModeBase::SetPause()` (in stock engine code) does something similar.\n\nIt uses delegates instead; every pauser passes in a CanUnpauseDelegate and when all delegates return true, the game is unpaused.\n\n`AWorldSettings::PauserPlayerState` gets replicated to clients for vis of who's pausing"
}