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説明

Global Event System for Unreal Engine (EventDispatcher)

EventDispatcher is a lightweight global event system for Unreal Engine that lets Blueprints and C++ classes communicate through events without direct references between objects.

Register a listener in one part of your project and invoke the event from anywhere else, including GameMode, GameInstance, Level Blueprints, Actors, Components and UMG Widgets.

This makes it easier to build decoupled, modular and maintainable gameplay systems, especially when different parts of your game need to communicate without tightly referencing each other.

New in 2.0: Gameplay Tag Events

  • Gameplay Tags as Event Identifiers
    Use the Gameplay Tags you already have, no extra assets needed

  • Any Struct as Payload
    Send any Blueprint or C++ struct with an event, holding as many values as you need

  • Listener Handles
    Register Event returns a handle that unregisters exactly that listener

  • Wait For Event
    Async Blueprint node that waits for an event directly in your graph

  • Unregister All Events For Object
    Remove every listener an object registered with one node

Key Features

  • Global Event Communication
    Invoke events from anywhere in your project

  • Blueprint and C++
    Every node is also available as a static C++ function

  • No Direct References Required
    Communicate between unrelated Actors, Widgets and systems

  • Many Event Types
    Gameplay Tag events with struct payload, plus Simple, Object Payload, String, Int, Float, Bool (and more)

  • Event Identifiers or Names
    Use Gameplay Tags, Event Identifier assets or plain string names

  • Optional Target
    Send an event to one specific listener instead of all of them

  • Predictable Order
    Events are delivered in the order they were invoked

  • Queued or Immediate Dispatch
    Run callbacks on the next frame or directly inside the Invoke call

  • Automatic Cleanup
    Listeners on destroyed objects are removed automatically

  • Safe Payloads
    Payload objects are kept alive until every listener has received them

  • Debugging
    Verbose logging and a Debug Event Manager node that lists every registered listener

Common Use Cases

• UI and HUD updates

• Quest and inventory changes

• Gameplay and player events

• Game state changes

• Global notifications

• Menu communication

• Level events

• System-to-system communication

Requirements

• Unreal Engine 5.1 or newer for version 2.0

• Unreal Engine 4.27 – 5.0 use version 1.6.8, which does not include Gameplay Tag events

Documentation & Examples

• https://eventdispatcher.eeldev.com/

• Feature Demonstration: https://youtu.be/uWZn_4Hz1n4

• Tutorial Guide: https://youtu.be/7FfA-v4aLLg

More from eelDev

• Explore More Products: https://www.fab.com/sellers/eelDev

• Join the Developer Community: https://discord.gg/3Yu7pEy

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