C++ Plugin V2.9 Update¶
This update brings significant improvements to the GameFuse C++ plugin's architecture and functionality. The changes focus on improving reliability, performance, and developer experience. This version has some breaking changes, so please see the C++ migration guide and Blueprint migration guide for instructions on updating your code.
Deprecation Notice¶
The GameFuseCore
class is now deprecated and will be removed in V3.0. All functionality has been moved to the new GameFuseManager
subsystem. Please refer to the migration guide for assistance in updating your code. GameFuseManager
is the conversion of GameFuseCore
into a subsystem, similar to was previously accessed. Upcoming features will also make use of subsystems.
Breaking Changes¶
- Changes all latent nodes to use Delegates, GameFuseManager and GameFuseUser now have delegates instead.
- delegates can be bound in BP and C++
- All functions that use the
GameFuseCore
class are nowGameFuseManager
functions. - All functions return Structs instead of UObjects.
Please see the migration guide for instructions on updating your code. The example project has been updated with fixes for the breaking changes: https://github.com/game-fuse/game-fuse-unreal-example
Other Changes¶
Improved Request Handling¶
- New concurrent request system that can handle multiple API calls simultaneously
- Enhanced error handling and logging for better debugging
New Data Structures¶
- FGFGameData and FGFUserData Structs introduced to replace UGameFuseData and UGameFuseUser
- New struct-based system replacing older UObject-based system for better performance
- Leaderboard, StoreItems and UserData are now stored as arrays of structs instead of UObjects.
Bug fixes¶
- Fixed RemoveStoreItem endpoint
- Calling the API too often caused the plugin to crash the Engine.
Additional Notes¶
- This update includes breaking changes. Please see the migration guide for detailed instructions on updating your code.
- All deprecated functions now include clear warning messages to help with migration.
- The new subsystem approach aligns better with Unreal Engine's recommended practices.