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This repository was archived by the owner on May 26, 2025. It is now read-only.

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@puchik
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@puchik puchik commented Jan 4, 2025

Replaced GetSubsystemArray access with SubsystemCollection.ForEachSubsystem() iteration in the BeginPlay and EndPlay triggers in ExtendableGameStateBase to address 5.5 depreciation warnings and errors.

GetSubsystemArrayCopy (understandably) returns a temporary/local address so the other option is to iterate directly. The function in the game state didn't seem to be used elsewhere and SubsystemCollection is accessible to the game state itself anyway, whereas for other classes I'm not sure how meaningful it is for it to be accessible.

Fixes #3

Replaced `GetSubsystemArray` access with `SubsystemCollection.ForEachSubsystem()` iteration in the BeginPlay and EndPlay triggers in ExtendableGameStateBase to address 5.5 depreciation warnings and errors.
@namrog84
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namrog84 commented Jan 13, 2025

Must appreciation on this. I was just upgrading to 5.5 and ran into this, and so glad there was a solution! You saved me time figuring it out on my own!

I looked into it a little bit and this looks correct to me from the UE documentation/deprecation warning.

:shipit:

I've also created a permanent fork of this repo.
https://github.com/brokenrockstudios/GameStateSubsystem

@puchik
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puchik commented Jan 19, 2025

No problem! Thanks for sharing the plugin 🙂

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Compile error/warnings in 5.5

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