There are subsystems in Unreal that can be instantiated automatically.
However, the subsystem can only be inherited and implemented in C++. The purpose of this plugin is to create and use the subsystem directly in the blueprint.
Official subsystem description reference:
Programming Subsystems in Unreal Engine | Unreal Engine 5.1 Documentation
https://docs.unrealengine.com/5.1/en-US/programming-subsystems-in-unreal-engine/
Plug-in operation instructions:
Right-click to directly create the corresponding blueprint.
When using, directly get the blueprint name_C node to get the corresponding instance object.
For example, the blueprint name is BP_DTGameInstanceSubsystem
The way to obtain it is as follows:
It is recommended to restart the editor after the window instantiates the blueprint, otherwise there may be multiple repeated Get options.
Detailed description:
After the blueprint is created, the plug-in will automatically generate some callback nodes, which are helpful for logic processing. The following is the description of the nodes:
Common Node Description:
On Initialize:initialization of instances of the system
On Deinitialize:deinitialization of instances of the system
On Tick: Event called every frame, if ticking is enabled
World Subsystem Exclusive Node Description:
On Post Initialize:Called once all UWorldSubsystems have been initialized
On World Begin Play:Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors
On World Components Updated:Called after world components (e.g. line batcher and all level components) have been updated
On Update Streaming State:Updates sub-system required streaming levels (called by world's UpdateStreamingState function)
Blueprint Subsystem in Code Plugins - UE Marketplace
Subsystems That Blueprints Can Use [ Game Instance / Local Player / World ]
https://www.unrealengine.com/marketplace/product/0dc13dcb93134822920eac517d6258ab