I want to have a GameInstanceSubsystem acting as a repository lookup for Data Assets.
the downfall of Subsystems is that you can’t modify them through the Editor, but I need to be able to populate things like SoftClassPtr
/SoftObjectptr
into like a Map. I though the SubsystemBrowserPlugin would get over this drawback
GitHub - aquanox/SubsystemBrowserPlugin: Plugin that adds a Subsystem Browser panel for Unreal Engine Editor to explore running subsystems and edit their properties.
(I did have to comment out 2 of its flagsADD_FLAG(CLASS_NoExport);
and ADD_FLAG(CLASS_CustomConstructor);
to get it to compile on 5.1 or 5.2 but outside of 2 categories it works) it shows there are 36 stock Subsystems active, and detects a UWorldSubsystem I made.
but when I make a derivative of UGameInstanceSubsystem like such
// Fill out your copyright notice in the Description page of Project Settings.
#pragma once
#include "CoreMinimal.h"
#include "Subsystems/GameInstanceSubsystem.h"
#include "GISubTest.generated.h"
/**
*
*/
UCLASS()
class SUBSTEST_API UGISubTest : public UGameInstanceSubsystem
{
GENERATED_BODY()
public:
// Begin Subsystem Required
virtual void Initialize(FSubsystemCollectionBase& Collection) override
{
Super::Initialize(Collection);
}
virtual void Deinitialize() override
{
Super::Deinitialize();
}
// End Subsystem Required
UFUNCTION(BlueprintCallable)
void TestFunction()
{
UE_LOG(LogTemp, Error, TEXT("Subsystem Was created"));
}
};
the subsystem exists as I am able to call/invoke the TestFunction() in both blueprints, and in C++ by
if(UGISubTest* GISub = GetGameInstance()->GetSubsystem<UGISubTest>())
{
GISub->TestFunction();
}
the other category that seems to fail is UPlayerSubsystem
as that list in the browser is also blank.
has anyone been able to get the SubsystemBrowserPlugin to work on Engine 5.1 or later?
right now I am trying to use a work around where my Subsystem when it is Called/Invoked at runtime Spawns a TempStupidActor
that is just a hard reference to a blueprint that holds the info I want to give to the Subsystem, but that is having the trouble of like a TMap that I have assigned in the blueprint being blank when the blueprint is spawned via hard reference.