Dispatchito: Global Event System

Tired of juggling references and calling functions directly? Say no more!

With Dispatchito, you can subscribe any class to an event based on Gameplay Tag, and trigger that event from anywhere - no need for either side to know about the other. Each event can carry a payload derived from a UObject class, so you can pass relevant data with ease.

Perfect for both small and large projects, Dispatchito adds minimal overhead compared to direct function calls. It’s also resilient to disappearing objects, with automatic cleanup to remove stale data - so in most cases, you don’t even need to remember to unsubscribe (though it’s still recommended). Minimal dependencies mean no bloat added to your project. Written in C++, works seamlessly with both C++ and Blueprints!

Documentation: LINK

Support via Discord: LINK

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Thank you for the system. Coming from heavily event-driven PHP environment I can definitely say this system is the closest and simplest I have seen on the market. Very easy to use and straightforward. Also works with C++, which is a plus. Thank you.

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Mars should be proud- they did a great job!! The best event plugin on FAB right now- should be how it works in mainline.

I hope we can get optional strings as event names in a next version. Why? Would let us create unique events for each NPC by using their object name as an event name.