ue-subsystems
Installation
SKILL.md
Subsystems
A Subsystem is a UObject-derived singleton whose lifetime matches a specific engine
construct (engine process, game instance, world, or local player). The engine creates it
automatically when the owning object is created and destroys it when the owner is torn down —
no manual instancing, no GC juggling, and Blueprint/Python exposure comes for free.
Subsystems replace hand-rolled static singletons and "manager actors". They are the canonical pattern for cross-cutting services in modern Unreal C++.
When to use this skill
- You need a service or manager class (inventory, save system, match lifecycle, analytics, ability registry, audio coordinator) and want it created and cleaned up automatically.
- You need to choose between a
UGameInstanceSubsystem,UWorldSubsystem, or a manager actor. - You are building a plugin and want the plugin's systems initialized without burdening the game project with manual setup code.
- You want Blueprint-callable game services without casting to game-specific classes.
- You want per-local-player state that is split-screen-safe.