AP Event Bus — Free Replicated Pub/Sub Event System for Multiplayer UE5

Hey everyone,

I’m Michael from AfterPrime Systems. I’m sharing a free plugin that I built as part of a larger multiplayer gameplay suite.

AP Event Bus is a replicated pub/sub event system. One component on your GameState. Any actor publishes events by Gameplay Tag. Any actor listens by Gameplay Tag. Publishers and listeners never reference each other — fully decoupled.

I released this for free because I think every multiplayer project needs some version of this, and most people end up building one from scratch every time. If you find it useful, it’ll give you a sense of the architecture and quality standard across the rest of the AfterPrime suite.

WHY USE THIS INSTEAD OF ROLLING YOUR OWN

  • Client-to-server routing is automatic — one PublishEvent node works from any machine. No authority checks, no separate client/server functions.
  • Four delivery scopes: All (NetMulticast), OwnerOnly (Client RPC), ServerOnly, LocalOnly.
  • Late-join cache — register tags as persistent and late-joining clients automatically receive cached event state. Match phase changes, captured objectives, world state all sync correctly for players joining mid-game.
  • Two-tier delegate system — OnEventReceived (catch-all) and OnListenedEventReceived (filtered by tag). Use both simultaneously.
  • Blueprint helper library — GetEventBusFromGameState, PublishEventOnBus, MakeEventPayload. Convenience functions available in any Blueprint graph.

WHAT’S INCLUDED

  • C++ plugin with full source (Runtime module)
  • Blueprint helper library with 4 convenience functions
  • C++ demo character with input-driven examples across all four delivery scopes
  • Quick Start Guide + full API Reference + Changelog

TECHNICAL DETAILS

  • UE 5.4 – 5.7 supported
  • Zero external dependencies, no GAS
  • Server-authoritative, RPC-based replication (no replicated UPROPERTYs)
  • Single component on GameState

LINKS

Fab (FREE): AP Event Bus - Replicated Event Messaging System | Fab
Discord: AfterPrime Systems

PAID PLUGINS IN THE SUITE

If you like the Event Bus architecture, the paid plugins follow the same design:

All standalone, all server-authoritative, all Gameplay Tag-keyed, all Blueprint-first with full C++ access.

Let me know if you have questions or run into anything. I’ll keep this thread updated with changes.

— Michael / AfterPrime Systems