Subsystems and networking

Hi,
I have a subsystem that I use for my map functionality in our game. We are now attempting to add networking and from what I can I get a different GameInstance for the host and client, but the subsystem is the same for both the host and client when executing. How can I achieve what I need with a separate subsystem for host and client so they both have their own version. I really need both of them to have their own system for this since there is little need to send info back and forth across the network for the base system functionality.

Is there a better way to handle this. I have tried various methods of trying to determine where and when I can create a class on both but haven’t had much luck. Should I even use a subsystem in this case? If not then what do you suggest?

Thanks,
Paul Blagay

Why not just make a host and client subsystem?

  • host could inherit from UGameInstanceSubsystem
  • client from ULocalPlayerSubsystem

You could also use the authority check for functions to have them do separate actions if you go with one subsystem, but they may share internal variables.

You could also go with a static blueprint library if it’s not too complex.