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11 results for "subsystem"

class
UEngineSubsystem Engine

Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.

class
UEnhancedInputLocalPlayerSubsystem EnhancedInput

A local player subsystem that manages which UInputMappingContexts are active for a player.

class
UGameInstanceSubsystem Engine

Subsystem base class whose lifetime matches the `UGameInstance`.

class
ULocalPlayerSubsystem Engine

Subsystem base class scoped to a `ULocalPlayer`.

class
USubsystem Engine

Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).

class
UWorldSubsystem Engine

Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.

function
UEnhancedInputLocalPlayerSubsystem::AddMappingContext EnhancedInput

Adds a UInputMappingContext to the active set for this player.

function
UEnhancedInputLocalPlayerSubsystem::ClearAllMappings EnhancedInput

Removes all active UInputMappingContexts from this player's subsystem at once.

function
UEnhancedInputLocalPlayerSubsystem::RemoveMappingContext EnhancedInput

Removes a UInputMappingContext from the active set.

function
UObject::GetTypedOuter CoreUObject

Walks up the outer chain and returns the first object of type T, or null if none is found.

class
UNavigationSystemV1 NavigationSystem

The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.