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Sorry Marti, but IT'S A BUG!!!
Today we have had talks with Cloud Cang (topic starter) about this problem, then me and @Samuli Jolkio made some tests.

Event System become buggy if you add any Trigger onto the scene. Event System doesn't set FirstSelected UI Object chosen in the Event System and main thing that you loose control using gamepads and keyboard.

I commented the line 84 in Plugins\GameCreator\Core\Mono\Interaction\Trigger.cs
EventSystemManager.Instance.Wakeup();

and it start work as intended, but I have no clue how it will impact the stable work of GC.

This bug appears again with any type of Game Creator UI controls - Button, Text, Sliders which you're using.
When you add any of Game Creator UI controls onto the scene, the Event System become buggy again.

With that commented line and Unity UI elements only (instead of Game Creator UI controls) Event System works like a charm and gamepad / keyboard input works fine. Triggers, actions and conditions also works fine. But we are loose ability to use Game Creator UI controls at all.

This is really urgent problem because many guys have a big headache and looking for alternative solutions for input management and even for Game Creator at all. The topic starter was forced to use Bolt and GC together because gamepad control is required for him.

It could be good to introduce the new actions and improve existing actions related with transforms, rotations, physics and using of variables in the Actions.

1. Actions to get / set X, Y, Z components of Vector3 variable independently from/to the Global/Local variables.
2. Set values of Number and Bool variables from the variables.
3. New action which set Transform.eulerAngles of Player, Character, Object or Invoker to the Vector3 variable.
4. Improve Transform, Transform Rotate, Transform Rotate Towards actions extending them with possibility to set Rotation angle values (Euler Angles) from the Global / Local variables (related with the previous suggestion).
5. Extend Rigidbody action with Drag and Angular Drag parameters.
6. New action Velocity which store Velocity Magnitude of Rigidbody of Player, Character, Object or Invoker to the Number variable.

Another unsatisfied user who was hoping to buy a magic wand. Game Creator providing the high-level tools for make your game, as well as the modules which are integrated with Game Creator core. Nobody told you that the modules integrated each other.

What I managed to do with GC and modules...
1) Foot step system with the tags detecting. Asset Store provides only the solution only with texture detecting which isn't good.
2) Custom Save / Load system which costs $35+ in AssetStore.
3) Integration of Shooter, Melee and Inventory (yes I did it already just using Event system and by the way are you even try this?)
4) Integration of many 3rd party assets like HUD Navigation System, Azure Dynamic SkyBox, Weather Maker etc.
5) Custom actions intended to get of physics parameters of objects like velocity, acceleration etc (ten custom strings of code).

The source of the problems of many users is the lack of common programming skills regardless of used game engine or programming language. If you bought a hammer and nails, but generally don't know how to hammer nails it isn't the problem of tool shop. At the same time, I can’t believe that you belong to the category of unskilled users, given that you have already developed your own systems.

On the last screen move Set Player Feet IK as True AFTER Set Time Scale 1

It happens because you "freeze" your character when using Set Time Scale To 0. In your case you just totally disabled Foot IK and it makes such effect. Disable Foot IK in your character properties and compare the poses before and after. You will see no difference.

Solution: turn off Foot IK before Pause and turn it on after Pause

Bumped this, because it is still very actual request.
Marti, you can avoid legacy problem by introducing a new action with name Action Transform Extended or something else.

If it could help... Same error in 2018.4.22f1 LTS
FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at :0)
System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at :0)
System.String.Format (System.String format, System.Object arg0) (at :0)
GameCreator.Core.ActionToggleActive.GetNodeTitle () (at Assets/Plugins/GameCreator/Core/Mono/Actions/Objects/ActionToggleActive.cs:46)
GameCreator.Core.IActionsListEditor.PaintActionHeader (System.Int32 i) (at Assets/Plugins/GameCreator/Core/Editor/Interaction/IActionsListEditor.cs:275)
GameCreator.Core.IActionsListEditor.OnInspectorGUI () (at Assets/Plugins/GameCreator/Core/Editor/Interaction/IActionsListEditor.cs:89)
GameCreator.Core.ActionsEditor.OnInspectorGUI () (at Assets/Plugins/GameCreator/Core/Editor/Interaction/ActionsEditor.cs:72)
UnityEditor.InspectorWindow.DoOnInspectorGUI (System.Boolean rebuildOptimizedGUIBlock, UnityEditor.Editor editor, System.Boolean wasVisible, UnityEngine.Rect& contentRect) (at C:/buildslave/unity/build/Editor/Mono/Inspector/InspectorWindow.cs:1647)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr) (at C:/buildslave/unity/build/Modules/IMGUI/GUIUtility.cs:179)

I used both 2019.3 and 2020.1b and got the same error even in the clean scene in newly created project.
I just adding that action into the Actions panel and immediately get an error after click on Toggle Active (screenshot below)



Full trace:
FormatException: Index (zero based) must be greater than or equal to zero and less than the size of the argument list.
System.Text.StringBuilder.AppendFormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.String.FormatHelper (System.IFormatProvider provider, System.String format, System.ParamsArray args) (at <437ba245d8404784b9fbab9b439ac908>:0)
System.String.Format (System.String format, System.Object arg0) (at <437ba245d8404784b9fbab9b439ac908>:0)
GameCreator.Core.ActionToggleActive.GetNodeTitle () (at Assets/Plugins/GameCreator/Core/Mono/Actions/Objects/ActionToggleActive.cs:46)
GameCreator.Core.IActionsListEditor.PaintActionHeader (System.Int32 i) (at Assets/Plugins/GameCreator/Core/Editor/Interaction/IActionsListEditor.cs:275)
GameCreator.Core.IActionsListEditor.OnInspectorGUI () (at Assets/Plugins/GameCreator/Core/Editor/Interaction/IActionsListEditor.cs:89)
GameCreator.Core.ActionsEditor.OnInspectorGUI () (at Assets/Plugins/GameCreator/Core/Editor/Interaction/ActionsEditor.cs:72)
UnityEditor.UIElements.InspectorElement+<>c__DisplayClass55_0.b__0 () (at <17b72532ee2c4da1b6f632d3f1705fe0>:0)
UnityEngine.GUIUtility:ProcessEvent(Int32, IntPtr)


I get same error and posted about it 2 minutes later than you :)