
Descrizione
One event platform. Every gameplay system.
Rekall Global Events turns a simple global-event principle into a production platform for mixed Blueprint and C++ teams.
Define an event once. Publish it locally or across an authority boundary. Schedule it for the right engine phase. Retain the latest state. Resume a bounded gameplay Flow. Follow the same correlation through one diagnostic timeline.
Blueprint-first, C++-ready
Blueprint authors create a Blueprint Struct payload, a Rekall Event Definition Data Asset, and a catalog entry. Rekall’s definition-backed nodes expose the exact payload struct for Publish, Bind, Wait, Query, Replay, and Network Publish.
C++ systems use typed event facades and move-only scoped subscriptions against the same compiled definition. Designers and programmers can use the workflow that suits each system without maintaining adapters or duplicate message contracts.
Intentional delivery
• World or Game Instance scope
• Immediate, Next Tick, Pre Physics, Post Physics, or End Frame delivery
• Stable priority ordering
• Broadcast, directed, local-player, and gameplay-tag-query audiences
• Call limits, weak owners, component cleanup, and mutation-safe listener snapshots
• Latest and Latest-per-Audience retention
• Explicit retained query and replay
• Structured results with status, counts, diagnostic code, attempt identity, and correlation
Secure event transport
The optional Network module supports Standalone, Listen Server, and Dedicated Server architectures. Client-originated traffic enters through player-owned endpoints and is checked against the live authoritative definition and Network policy.
Routes include Client-to-Server, Server-to-Owner, Server-to-Audience, and Server-to-All, with reliable or unreliable policy, schema readiness, rate and byte budgets, endpoint cleanup, and bounded late-join replay for approved Server-to-All events.
Rekall Flow
Compile event-driven orchestration into immutable validated plans. Available behavior includes Sequence, Branch, Gate, bounded Repeat, Subflow, Delay, Wait, Publish, typed variables, Set Variable, registered Actions and Conditions, Complete, and Cancel.
Flow execution is constrained by configured active-instance, memory, iteration, history, and per-frame step budgets.
Rekall Insights
The editor-only Insights experience joins Core event stages, Network routes and authorization outcomes, and Flow transitions into one bounded timeline.
Filter by record kind, inspect structured failure reasons, and navigate attempt, delivery, correlation, and parent-correlation identities. Payload capture is opt-in, definition-controlled, sampled, bounded, and sanitized.
Designed for production pressure
• Exact payload contracts; incompatible schemas are rejected rather than coerced
• UObject references remain GC-safe across deferred delivery, retention, replay, callbacks, and trace capture
• Reentrant listeners, trace sinks, and definition providers are revalidated safely
• Queues, retention, worker handoff, Network caches, Insights, and Flow execution have explicit limits
• Certified POD payloads can use a bounded arbitrary-thread publication handoff
• Runtime dependencies remain one-way: Network → Core and Flow → Core
• Editor, Insights UI, tests, and QA definitions do not enter game runtime receipts
Included modules
• RekallEventsCore
• RekallEventsNetwork
• RekallEventsFlow
• RekallEventsEditor (editor-only authoring and validation)
• RekallEventsInsights (editor-only diagnostics)
Current release scope
Rekall Global Events Version 1.0.0 is qualified on UE 5.8 and Win64. Development Editor, Development Game, Shipping Game, a clean Shipping cook/archive/launch, and real standalone/listen/dedicated runtime worlds have been verified. Separate Client/Server target binaries and Mac/Linux builds require suitable SDK and engine distributions and are not claimed as compiled evidence for this release.
Documentation and setup guides are included. See the Technical Details and FAQ before purchasing.









