Blueprint communication: Decoupling Events between sender and receiver objects

Thanks for the explanation! Ok, if I understand correctly the interface allows you to call a function on an object and you don’t need to know what the object type is. However what I wanted to accomplish was avoid having to even send a call to any specific object. I wanted to call an event on an eventService object and that eventService would then forward the event to any objects that have subscribed to that event on the eventService, therefore even decoupling the events themselves. As pointed out UE4 only allows sending events or calling functions on objects that implement the events themselves not allowing having a middle man in between. I wanted to abstract the event-sending part as well. But that’s not possible I guess…
The approach Tuerer is describing (having an array with bound objects) is probably as close as I can get.