I’m trying to figure out if there’s a way to reference and use “global” data within a subsystem. Basically, how do I set properties on a subsystem at editor time?
For example, say you have a subsystem for the player’s inventory. The inventory needs access to the database of items. Without hardcoding an asset path in C++, how can you make that link? Or let’s say that you want a tunable value in there for the default number of slots in the inventory. Design says 10 right now but might want that to be 15 later. Again, without hardcoding the value and updating it in C++, how can that property be exposed and edited?
I’m specifically not looking for answers that involve calling a setter from blueprint. If that’s the only way, so be it, but that’s not a scalable solution so I’m hoping there’s a better way.