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How are custom events engineered in UE4?

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    How are custom events engineered in UE4?

    Without delving deep into the codebase I want to ask how are custom events handled in C++ in UE4? Do they use an event Queue data structure or similar operation principle? What is the underlying data structure and algorithm used to handle (custom) events in UE4? By "Handle" ie create, delete, call (custom) events etc. Anybody knows a few things on this and wants to share I would appreciate it. Thanks.
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