Introduction to Subsystems | Unreal Engine 5
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- čas přidán 21. 08. 2024
- Subsystems are an incredibly convenient way to organize code and use it anywhere you need it across C++ and blueprints. It's also perfect for developing plugins as it makes the user experience simpler than using manager actors.
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Subsystems are a great way to compartmentalize state and behavior. Our project uses a custom world subsystem to handle dedicated server communications with our backend services, as well as a custom game instance subsystem to handle API authentication calls and user session for client builds. This way the GameMode, GameInstance classes do not explode in size.
Thanks for sharing with your experience! We'll try that too
Great explanation, Thank you!
I appreciate this tutorial, thank you kind sir
Great Introduction! Goes straight to the point, thanks Elliot!
Thanks for the video! Very good!
One thing I'm scratching my head about is how to access assets or having settings on my subsystem?
If it was an actor I could easily add a few UPROPERTYs and set them on the details panel.
Great question, my recommendation would be to use UDeveloperSettings. Tom Looman has a great blog post about implementing this: www.tomlooman.com/unreal-engine-developer-settings/
I need to set this up for my game so maybe it's a good video to make. Since I don't know your full context, if that doesn't work for your use-case let me know maybe there is a better solution.
hi, thank you for your video, really nice explanation,
I have an issue try to get the "StaticMeshEditorSubsystem" (to be able use MergeStaticMeshActor) in dataprep. but is not available how can I initialise "editor sub system " ?
Great video
Thanks! Let me know if there's any other similar content you think could use a video!
Why does my build fail when using subsystems? Should I be registering the subsystem somewhere and adding it as a module in build.cs. Im c++ only. Thanks
What kind of error are you getting when you build?
Are these essentially just singletons that are attached to the lifetime of whatever they are inheriting from (World, Player, etc.)?
It depends what it's attached to but it definitely can be. A world subsystem is essentially a Singleton but if you have multiple local players then the local player subsystem wouldn't be.
super interesting! @@elliotdematteis
Do more on the subsystems, in depth subsystems tutorials is a bit of a gap on youtube.