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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Komentáře • 16

  • @palto567
    @palto567 Před 2 měsíci +3

    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.

    • @Andrew-wh7uy
      @Andrew-wh7uy Před měsícem

      Thanks for sharing with your experience! We'll try that too

  • @rishikhanna1489
    @rishikhanna1489 Před 8 dny

    Great explanation, Thank you!

  • @MrBontA-cs1ue
    @MrBontA-cs1ue Před měsícem

    I appreciate this tutorial, thank you kind sir

  • @deivid-01
    @deivid-01 Před 4 měsíci

    Great Introduction! Goes straight to the point, thanks Elliot!

  • @FredericoZveiter
    @FredericoZveiter Před 6 měsíci +1

    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.

    • @elliotdematteis
      @elliotdematteis  Před 6 měsíci +1

      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.

  • @onestepsolutions
    @onestepsolutions Před měsícem

    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 " ?

  • @isembart_
    @isembart_ Před 4 měsíci

    Great video

    • @elliotdematteis
      @elliotdematteis  Před 4 měsíci

      Thanks! Let me know if there's any other similar content you think could use a video!

  • @marcusrivers5669
    @marcusrivers5669 Před 3 měsíci

    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

    • @elliotdematteis
      @elliotdematteis  Před 3 měsíci

      What kind of error are you getting when you build?

  • @NotSyril
    @NotSyril Před 5 měsíci

    Are these essentially just singletons that are attached to the lifetime of whatever they are inheriting from (World, Player, etc.)?

    • @elliotdematteis
      @elliotdematteis  Před 5 měsíci

      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.

    • @NotSyril
      @NotSyril Před 5 měsíci

      super interesting! @@elliotdematteis

  • @jjjjjjjjjjjjjjjjjjj804
    @jjjjjjjjjjjjjjjjjjj804 Před 3 měsíci

    Do more on the subsystems, in depth subsystems tutorials is a bit of a gap on youtube.