11 results for "subsystem"
Subsystem base class that lives for the entire lifetime of `GEngine` — from engine startup to shutdown.
A local player subsystem that manages which UInputMappingContexts are active for a player.
Subsystem base class whose lifetime matches the `UGameInstance`.
Subsystem base class scoped to a `ULocalPlayer`.
Base class for all UE subsystems — auto-instanced singletons that share the lifetime of a specific engine construct (Engine, GameInstance, World, or LocalPlayer).
Subsystem base class tied to a single `UWorld` — created when the world initializes and destroyed when it tears down.
Adds a UInputMappingContext to the active set for this player.
Removes all active UInputMappingContexts from this player's subsystem at once.
Removes a UInputMappingContext from the active set.
Walks up the outer chain and returns the first object of type T, or null if none is found.
The primary navigation subsystem that manages NavMesh generation, path queries, and agent navigation.