I came across this:
But, is C++ required to derive your own class from these (I would like to make a Gameinstance subsystem class) - but i am not seeling how to derive from th gameinstance subsystem class?
I came across this:
But, is C++ required to derive your own class from these (I would like to make a Gameinstance subsystem class) - but i am not seeling how to derive from th gameinstance subsystem class?
It’s not possible. Subsystems are only available in C++.
You could expose such subsystem to blueprints if you first create a new class in c++ and make that “Blueprintable”, then inherit from the new class.
.h file:
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "MySubsystem.generated.h"
UCLASS(Blueprintable)
class MYPLUGIN_API UMySubsystem : public UGameInstanceSubsystem
{
GENERATED_BODY()
private:
protected:
public:
};
Yeah, I figured this way would work, but looking for blueprint only solution
If it were “that easy” it would be nice if this feature was added to native build. Would be great to be able to inherit via blueprint
i dabbled with creating blueprint subsystems and it does work but its very clunky, that said i decided ActorComponents are just better.
slap one on your GameState, return it by FunctonLibrary and its basically a subsystem that can be replicated too
I 100% agree.
ActorComponents on a GameState would be most useful to extend the functionality of that gamestate, but keeping its original purpose. The GameState has its own purpose in the design:
Subsystems are designed more flexible, like they have different lifecycles.
the subsystem lifecycle is still tied to its owner, GameInstance, World etc i dont see the difference
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