Gameplay Messaging System

Description

:wrench: Features

Broadcast and receive messages anywhere in your Unreal Engine project — no references, no casting, no object dependencies.
The Gameplay Messaging System lets you create project-wide communication channels that connect Blueprints, Actors, Components, and Subsystems effortlessly.

:white_check_mark: Core Functionality

Global Messaging Network — Send and receive gameplay events from any part of your project without direct references or casting.

Lightweight & Fast — Built with performance and simplicity in mind, this system adds near-zero overhead to your game logic.

Blueprint-Accessible — Designed for game designers and programmers alike, all functionality is exposed through Blueprints.

:satellite_antenna: Messaging System Highlights

:puzzle_piece: Message Registration
Register custom message types and subscribe to them from any Blueprint or C++ class.

:open_mailbox_with_raised_flag: Global Message Dispatching
Broadcast messages globally to all listeners in the project.

:counterclockwise_arrows_button: Parameter Support
Send payloads (structs, values, enums, etc.) with messages to share data seamlessly.

:video_game: Editor & Runtime Safe
Works flawlessly in both PIE and packaged builds — ideal for gameplay systems, UI, or debugging.

:brain: Event-Driven Architecture
Replace direct references, casts, and dependency chains with a clean, modular event system.

:toolbox: Use Cases

  • Replace tightly coupled event dispatchers

  • Global announcements (e.g., “MatchStarted”, “PlayerDied”, “WeatherChanged”)

  • UI notifications or HUD updates

  • Communication between subsystems or managers

  • Debug and developer tools

:books: Documentation

https://gameplaymessaging.eeldev.com/

Video Example

:speech_balloon: Support & Community

Support Portal: ASKING FOR HELP - eelDev
Join the Official eelDev Discord to get help, share ideas, and connect with other Unreal developers.

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