There are subsystems in Unreal that can be instantiated automatically.
However, the subsystem can only be inherited and implemented in C++. The purpose of this plugin is to create and use the subsystem directly in the blueprint.
Official subsystem description reference:
Programming Subsystems in Unreal Engine | Unreal Engine 5.1 Documentation
Plug-in operation instructions:

Right-click to directly create the corresponding blueprint.
When using, directly get the blueprint name_C node to get the corresponding instance object.
For example, the blueprint name is BP_DTGameInstanceSubsystem

The way to obtain it is as follows:

It is recommended to restart the editor after the window instantiates the blueprint, otherwise there may be multiple repeated Get options.
After it can be used, it needs to be enabled in the settings, so that it can be run after packaging.
All blueprint subsystems created must be added to it to be active.
Detailed description:
CORRESPONDING RELATIONSHIP
| DT Subsystem | Unreal Engine | |
| Game Instance | DT Game Instance Subsystem | UGameInstanceSubsystem |
| Local Player | DT Local Player Subsystem | ULocalPlayerSubsystem |
| World | DT World Subsystem | UWorldSubsystem |
After the blueprint is created, the plug-in will automatically generate some callback nodes, which are helpful for logic processing. The following is the description of the nodes:
Common Node Description:
On Initialize:initialization of instances of the system
On Deinitialize:deinitialization of instances of the system
On Tick: Event called every frame, if ticking is enabled
World Subsystem Exclusive Node Description:
On Post Initialize:Called once all UWorldSubsystems have been initialized
On World Begin Play:Called when world is ready to start gameplay before the game mode transitions to the correct state and call BeginPlay on all actors
On World Components Updated:Called after world components (e.g. line batcher and all level components) have been updated
On Update Streaming State:Updates sub-system required streaming levels (called by world’s UpdateStreamingState function)
Plug-in download:
https://www.unrealengine.com/marketplace/slug/0dc13dcb93134822920eac517d6258ab

请问,切关卡会崩溃是什么原因呢?没办法指定关卡启动world子系统吗?
UE多少版本的. 编辑器中崩溃还是只有打包出来后崩溃。可以加我QQ 45141961
LoginId:c57b94f84800c8cec8f6bbbcb1ce6403
EpicAccountId:461edcb3b92e4513b2346fde4e524e32
Unhandled Exception: EXCEPTION_ACCESS_VIOLATION reading address 0x0000000000022604
UnrealEditor_Core
UnrealEditor_Core
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_CoreUObject
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_Core
UnrealEditor_Engine
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_EngineAssetDefinitions
UnrealEditor_AssetTools
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_UnrealEd
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowserAssetDataSource
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_ContentBrowser
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_Slate
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
UnrealEditor_ApplicationCore
user32
user32
UnrealEditor_ApplicationCore
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
UnrealEditor
kernel32
ntdll
UE多少版本的. 编辑器中崩溃还是只有打包出来后崩溃。可以加我QQ 45141961