Tag: Gameplay

  • Configure UTickableWorldSubsystem

    This subsystem lives along with the world and is initialized and destroyed at the same time. It’s a subclass of UWorldSubsystem, but with a Tick function. This class is particularly useful for creating a “Game Master” system to manage game events, like spawning enemy waves or handling level transitions. To use UTickableWorldSubsystem, you need to…

  • Understanding the couple Pawn (or Character) and Controller

    Using an AController in combination with a Pawn provides a more robust and flexible system for controlling game characters and NPCs, both from a player and AI perspective. In Unreal Engine, a Pawn represents a player or non-player character that can be controlled in the game world. The AController is responsible for managing the Pawn’s…