
설명
IMPORTANT: This product offering has been retired and has now been open sourced on GitHub. This plugin is no longer supported, and no further updates will be published on Fab. Refer to the blog post announcement for further details.
This plugin provides 3 features to make it easier to build scalable Unreal Engine games:
Building subsystems in blueprints (Game Managers)
Call asynchronous tasks from synchronous code
Easy system for showing loading screens while tasks are running
Game managers allow you to split out code from your Game Instance, and unlike the native subsystems in Unreal Engine, you can implement Game Managers entirely in blueprints (no C++ needed)
On top of this, you can schedule asynchronous tasks to run inside synchronous code. Ever wished you could call Download Image from inside a UMG Get Brush callback to download user avatars on-demand? This plugin allows you to easily do that, and does so in a way to make sure only one download happens per avatar, and with the downloaded image being cached.
Finally, loading screens can be shown when asynchronous tasks are happening in the background. You can use this for everything from logging the user into a third-party service when the game starts up, to map transitions and multiplayer game connections.