Events vs Functions

Here’s some table which I started to create quite some time ago, not finished but maybe useful, so I share this one here.

Function Event Macro
callable from outside of blueprint Y Y N
can contain latent nodes (e.g. delay, timeline) N Y Y
can return values Y N
wildcard variables Y1 Y
Multiple (output) execution pins N Y
Call to Event Dispatcher possible from within Y N
Bind/Unbind event possible from within N
Use with no execution pins Y2 Y
Can use local variables Y
Can be replicated N Y
Child class override Y N
Call Bind event Y N3

1 C++ UFUNCTION with CustomThunk for example allow to create wildcard array inputs.
2 use pure functions
3leads to “Bind Event to ED_endreached cannot be placed in macro graph”

Hi @ClockworkOcean, thanks for pointing this out. My table is quite old, from my beginnings with UE4. I updated the table. Would be great to get that table filled completely and rechecked. I’ll see if I can rework this. Any input is highly welcome.

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