SUBSYSTEMS for Unreal Engine in C++ in 5 Minutes!

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Ever wondered how you can use Subsytems in Unreal Engine?
In this video, I will explain to you how you can create your custom Subsystems and the benefits of using them! Remember to like, subscribe, and comment with any questions or feedback!

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Great content! I'm so glad I've found your channel! One question though:
I have a C++ class inheriting from UWorldSubsystem and it has UCLASS(Blueprintable).
In the editor, I've created a blueprint with this as the parent. It all works!
...
except when I try to have a function in the C++ class with I CAN get the event into the BP event graph and connect a simple Print to it but it does not fire when the function is called. Any ideas?

sqwk
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Short and to the point, love it
1:29 Initialize
2:15 get reference to subsystem
2:41 add own BP callable function
2:53 access parameters from BP
3:44 ensure subsystem is loaded
4:17 intialize only once
4:44 check if in derived BP class

rolffsonsIBMchannel
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This was VERY useful. Thank you so much. I was feeling defeated not being able to fire events in my BP subsystem, this gave me the precious info to get it working!

dekkobokko
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Love your content so far. Great explanations of systems in tangible ways.

Subsystems can mimic the behavior of the "Singleton" pattern in programming in general. I've seen this been more of the use case in practice and is a need to discover the Subsystem pattern in Unreal.
The Singleton pattern can become very helpful with other subsystem types (compared to the GameInstanceSubsystem focused on the video), so it can become uniquely useful when making changes to the Editor or Engine.

theprimmgroup
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Thanks for helpful and concise overview of the Unreal subsystems 👌One way I personally like to set properties is to mark them with Config and then set these values in the configuration file. Spares me from creating the blueprint entirely

gregoryg
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Hi I have my BLueprint based Subsystem and did the ShouldCreateSubsystem override as you said. It works perfectly when I'm using it in the Actor but once I use my SUbsystem in the UObject, it shows me the error that Context Pin must have connection, but there is no Pin to connect in the node GetYourNameSubsystem.

I tried to workaround that and add a bluerping function library in c++ which takes in a context and returns the subsystem, but now It cant find it in c++ and returns nullptr since it cant find the blueprint one

VHShark
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