EventDispatcher Plugin

What is the EventDispatcher Plugin?
The EventDispatcher plugin is a Global event/dispatcher handler and manager. Create Global events that can be called from anywhere and bound to anything that has a WorldContext Object (Actors, UObjects, Widgets, etc etc).



Video Demonstration


Use and abuse at your own disposal :wink:
This is simply a “message delivery” system and not a “deliver message, expect a response” system, unless I misunderstood your question about return values?

Patch 1.1 submitted
Changelog here

EventDispatcher 1.2 has been submitted
Changelog: EventDispatcher 1.2 - eelDev

**EventDispatcher 1.3 **has been submitted, added UE 4.25 compability.
Changelog: EventDispatcher 1.3 - eelDev

EventDispatcher 1.31 submitted
Changelog: EventDispatcher 1.31 - eelDev

Version 1.4.0 is live!
EventDispatcher 1.4.0 - eelDev](EventDispatcher 1.4.0 - eelDev)

Update 1.4.2 is now available!

EventDispatcher now supports Mac!
Changelogs: https://eeldev.com/index.php/category/unreal-engine/eventdispatcher/

EventDispatcher 1.5.1


The plugin has been updated to version 1.5.2
Changelog: EventDispatcher 1.5.2 - eelDev

The Plugin is now on a 20% sale!

The Plugin is now on a 30% sale!

Plugin is now on a 30% sale!

Plugin is now on a 20% sale!

Hey, thanks for this great plugin. I am using this to refactor some code in my project.

Because I don’t understand the inner workings, I just wanted to ask, what might constitute “abuse” of the system. Or rather, more specifically, is the way I intend to use it “abusive”?

Here’s what I am doing:

When game state or Player state changes (this happens rarely, like every few minutes), I send a payload event out and a handful of widgets will manage their own state based from that.

The payload is holding onto just a few variables.

I believe this is intended use and I can’t fathom any issue, however I figured it might be best to ask just in case there is some hidden problem I might not know about.