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Extending Subsystems

Extending Subsystems to Customize Integration

All of the subsystems hanging off GameInstance and LocalPlayer can be extended to add custom behavior. Additionally, the PlayerInfo class can be extended, as well as the subobjects that hang off it, such as PlayerInventory.

For example, if we wanted to add custom behavior to the CatalogSubsystem and PlayerInventory, we’d create three classes:

UCLASS()
class UMyPlayerInventory : public URH_PlayerInventory
{
	GENERATED_BODY()
public:
	UMyPlayerInventory(const FObjectInitializer& ObjectInitializer) :
		Super(ObjectInitializer)
	{
		
	}
};

UCLASS()
class UMyPlayerInfo : public URH_PlayerInfo
{
	GENERATED_BODY()
public:
	UMyPlayerInfo(const FObjectInitializer& ObjectInitializer) :
		Super(ObjectInitializer.SetDefaultSubobjectClass<UMyPlayerInventory>(TEXT("PlayerInventory")))
	{
		
	}
};

UCLASS()
class UMyCatalogSubsystem : public URH_CatalogSubsystem
{
	GENERATED_BODY()
public:
	UMyCatalogSubsystem(const FObjectInitializer& ObjectInitializer) :
		Super(ObjectInitializer)
	{
		
	}
};

Once those are compiled, launch the Unreal Editor and navigate to Edit → Project Settings....

Under the Plugins section in the left pane of the window, select Rally Here Integration Settings, then scroll down in the right pane to the Subsystem Classes section.

Set the Catalog Subsystem Class to MyCatalogSubsystem and Player Info Class to MyPlayerInfo.

Note that the MyPlayerInventory class is being pulled in via the Player Info Class override using Unreal’s ObjectInitializer system: Super(ObjectInitializer.SetDefaultSubobjectClass<UMyPlayerInventory>(TEXT("PlayerInventory")))