Programming Subsystems
Subsystems introduced Unreal Engine 4.22 is elegant method for creating gameplay managers of any kind. It minimizes the need to put a lot of "manager code" into extended classes of UGameI...
Updated about 4 years ago
Subsystems introduced Unreal Engine 4.22 is elegant method for creating gameplay managers of any kind.
- It minimizes the need to put a lot of "manager code" into extended classes of UGameInstance, AWorldSettings, AGameModeBase. It's common to end up with many various systems in a single class, which is messy and more difficult to maintain over time.
- Instead now we can use automatically instanced objects called subsystems. Engine creates an instance of this object together with its "parent" object, i.e. Game Instance, World. You don't need to store a pointer to it anywhere.
- You can have as many subsystems for a given "parent" as you want, i.e Audio Manager and UI Manager as Game Instance subsystems, Weather Manager and Monster Spawn as World subsystems.
Subsystem | Inherits from | Engine version
------------- | ---------------------- | --------------
Engine | UEngineSubsystem | 4.22
Editor | UEngineSubsystem | 4.22
Game Instance | UGameInstanceSubsystem | 4.22
Local Player | ULocalPlayerSubsystem | 4.22
World | UWorldSubsystem | 4.24
Official resources
- Programming Subsystems - a quick text overview, it's really that simple!