Description
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.
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.
Messaging System Highlights
Message Registration
Register custom message types and subscribe to them from any Blueprint or C++ class.
Global Message Dispatching
Broadcast messages globally to all listeners in the project.
Parameter Support
Send payloads (structs, values, enums, etc.) with messages to share data seamlessly.
Editor & Runtime Safe
Works flawlessly in both PIE and packaged builds — ideal for gameplay systems, UI, or debugging.
Event-Driven Architecture
Replace direct references, casts, and dependency chains with a clean, modular event system.
Use Cases
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Replace tightly coupled event dispatchers
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Global announcements (e.g., “MatchStarted”, “PlayerDied”, “WeatherChanged”)
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UI notifications or HUD updates
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Communication between subsystems or managers
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Debug and developer tools
Documentation
https://gameplaymessaging.eeldev.com/
Video Example
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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