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Blueprint Subsystem Plugin v1.0.0
BlueprintSubsystems
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Base class for blueprint subsystems in Unreal Engine.This class provides a blueprintable and extendable base for creating custom subsystems. Subsystems derived from this class can be initialized and de-initialized and have access to the game instance. More...
#include <BlueprintSubsystemBase.h>
Public Member Functions | |
| UBlueprintSubsystemBase (const FObjectInitializer &ObjectInitializer) | |
| Constructor for UBlueprintSubsystemBase. | |
| void | Initialize (const TArray< UBlueprintSubsystemBase * > &InSubsystemList) |
| Initializes the subsystem with a list of other subsystems. | |
| void | DeInitialize () |
| De-initializes the subsystem. | |
| UGameInstance * | GetGameInstance () const |
| Gets the game instance. | |
Base class for blueprint subsystems in Unreal Engine.
This class provides a blueprintable and extendable base for creating custom subsystems. Subsystems derived from this class can be initialized and de-initialized and have access to the game instance.
| UBlueprintSubsystemBase::UBlueprintSubsystemBase | ( | const FObjectInitializer & | ObjectInitializer | ) |
Constructor for UBlueprintSubsystemBase.
Initializes the blueprint subsystem base with the specified object initializer.
| ObjectInitializer | The object initializer used to construct the subsystem. |
| void UBlueprintSubsystemBase::DeInitialize | ( | ) |
De-initializes the subsystem.
This function should be implemented in derived classes to perform any cleanup necessary when the subsystem is de-initialized.
| UGameInstance * UBlueprintSubsystemBase::GetGameInstance | ( | ) | const |
Gets the game instance.
| void UBlueprintSubsystemBase::Initialize | ( | const TArray< UBlueprintSubsystemBase * > & | InSubsystemList | ) |
Initializes the subsystem with a list of other subsystems.
This function should be implemented in derived classes to perform any setup necessary when the subsystem is initialized.
| InSubsystemList | An array of other subsystems that this subsystem may interact with. |