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[Unreal] Refactor agones component to subsystem #4033
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[Unreal] Refactor agones component to subsystem #4033
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Build Succeeded 🥳 Build Id: 3ab0bc2c-9618-471a-af73-0f58076bc7d9 The following development artifacts have been built, and will exist for the next 30 days:
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Build Failed 😭 Build Id: 25d7e15e-cdf9-4b3c-a2b3-6d160f0177d3 Status: FAILURE To get permission to view the Cloud Build view, join the agones-discuss Google Group. |
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Build Succeeded 🥳 Build Id: f3e2be54-b83b-4fda-ae32-fdb1375a3cc7 The following development artifacts have been built, and will exist for the next 30 days:
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What type of PR is this?
/kind breaking
/kind documentation
/kind feature
What this PR does / Why we need it:
Refactor agones from using ActorComponent to GameInstanceSubsystem:
Removed final keyword, to allow basing of Subsystem and overriding it's behavior.
Added bDisableAutoHealthPing variable to disable auto call to HealthPing() during Initialization
Added blueprint readwrite flag support for HealthRateSeconds, bDisableAutoHealthPing, bDisableAutoConnect to improve blueprint support slightly.
Space&Tabs mix change to just Tabs
Special notes for your reviewer:
That is something we used internally for some time already and I think people can benefit from that change.
This change would break code that was previously dependent on AgonesComponent.
build.log