UGameInstanceSubsystem not showing in SubsystemBrowserPlugin on 5.1+

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.

Based on the description “explore running subsystems” it’s not really going to help you with what you want because subsystems would only be “running” while the game is active and any edits would be to the instance and not anything that would persist to the next session.

It’s probably easier to pair your subsystem with a UDeveloperSettings object for In Editor configuration. In the Editor you can modify those through the Project Settings menu and in code you access them by getting the ClassDefaultObject (GetDefault<USettingsType>( )).