thanks ,but epic offers subsystem’s lifecycle is bound to gameinstance or localplayer,World,Editor,Engine.those all not easy to destroy when play.if i only need a subsystem when game start and i do not want it stay in ram all the time by gameinstance.just want to find a way to destroy and recreate it when i need it anytime.
You could consider:
a) Adding a custom function to flush / empty variables to clear the memory within the subsystem and just keep it’s shell (should be lightweight).
b) if you are not linking the subsystem to any of the offered parent classes lifecycle then migrate it to an actor that has a normal lifecycle within the world. You can spawn it / destroy it when needed and all is kept clean.