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Programming Subsystems - October 17 - Live from HQ

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    [LIVESTREAM] Programming Subsystems - October 17 - Live from HQ

    Click image for larger version  Name:	191017_Subsystems.jpg Views:	1 Size:	170.4 KB ID:	1674087


    WHAT
    Subsystems in Unreal Engine are automatically instanced classes with managed lifetimes. These classes provide easy to use extension points, where the programmers can get Blueprint and Python exposure right away while avoiding the complexity of modifying or overriding engine classes. This week, lead programmer Chris Gagnon will discuss what Subsystems are, how to use them, their benefits, and the considerations you should keep in mind.

    WHEN
    Thursday, October 17 @ 2:00PM ET - Countdown

    WHERE
    Twitch
    Youtube

    RESOURCES
    Programming Subsystems Documentation
    Project Files

    WHO
    Chris Gagnon - Lead Programmer, Editor
    Victor Brodin - Community Manager - @victor1erp

    ARCHIVE
    Last edited by VictorLerp; 10-25-2019, 02:25 PM.

    #2
    Excellent choice for topic. Thank you!

    Comment


      #3
      why u make tutorial for total beginners?

      Comment


        #4
        Very kewl! Should be a good one.

        Comment


          #5
          Bombaholic Epic actually does have free online training through their training portal via https://www.unrealengine.com/en-US/onlinelearning


          Comment


            #6
            When and where the stream will be online to watch it when miss the live stream? I looked at twich and youtube but do not found it.

            EDIT: I found it on twitch, but wondering why it has a completely different name ;-)
            Last edited by TheFlow3k; 10-18-2019, 07:39 AM.
            Next Game: Project Kronos - A thrilling True-First-Person adventure game (brain-work needed! VR support planned.)
            www.project-kronos.com

            Comment


              #7
              You can find the project files here: https://forums.unrealengine.com/unre...haring/1678157

              Comment


                #8
                Thanks Victor and Chris - Useful - timely - good interchange - More like this on UE4 coding strategies

                Comment


                  #9
                  Chris Would it be possible for you to elaborate more on:
                  - how you differentiate these subsystems from say the Physics or rendering subsystems
                  - what would be the most appropriate uses for these types of subsystems and
                  - could you list the top subsystems that you would convert/refactor from BP or component implementations ?

                  Comment


                    #10
                    hi does anybody know why there isn't a GameModeSubSystem ? We placed a lot of code into the GameMode, because its lifetime was supposed to stop when leaving the map, and a subsystem over there would be great to have

                    Comment


                      #11
                      Just finished watching this. Great talk. I really like it when the programmers roughly address various use cases from the users like that. Really helps give context.

                      I think one of the main TLDR takeaways from this is to go for a blueprint library when stateless and a subsystem when stateful.

                      Comment

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