# C++ Event dispatchers: How do we implement them?

**URL:** <https://forums.unrealengine.com/t/c-event-dispatchers-how-do-we-implement-them/23185>\
**Category:** C++\
**Tags:** unreal-engine\
**Created:** [March 7, 2015, 2:01am UTC](https://forums.unrealengine.com/t/c-event-dispatchers-how-do-we-implement-them/23185 "2015-03-07T02:01:08Z")\
**Posts on this page:** 1\
**Showing post:** 22

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**Author:** ![Rama](https://d1ap1mz92jnks1.cloudfront.net/user_avatar/forums.unrealengine.com/rama/32/882413_2.png) [@Rama](https://forums.unrealengine.com/u/Rama)\
**Post date:** [February 26, 2017, 6:19am UTC](https://forums.unrealengine.com/t/c-event-dispatchers-how-do-we-implement-them/23185/22 "2017-02-26T06:19:30Z")

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Wiki on Blueprint Events / C++ Delegates

Dear Community,

I have a wiki on this topic here:

How to create Blueprint Events from C++ & C++ Delegates

> **[A new, community-hosted Unreal Engine Wiki](https://forums.unrealengine.com/t/a-new-community-hosted-unreal-engine-wiki/141494)**
>
> After over a year in maintenance mode, the official Unreal Engine Wiki is now permanently offline. These resources now live on a new community-run Unreal Engine Community Wiki — ue4community.wiki! You will be able to find content from the official...

Excerpt:  
Level Blueprint Friendly Delegates

When you’ve made BP-friendly delegates on objects that you can place in the level, you can simply right click on the object instance in your level -\> Add Event and see your new delegate! So nice!

This is an additional benefit of using DYNAMIC\_MULTICAST delegates! Multi-cast implies binding multiple of various object instances to the delegate and then firing off the event to everyone from a single .Broadcast, which can include your Level Blueprint as a recipient/listener!

❤

Rama

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