One of the things I really miss about UDK and Kismet etc, is the brutal absolute simplicity…
Like just having to use the same one Object type to hold any object-value from the engine.
Or having identical events in duplicate places, or calling procedures To / From anywhere etc.
You can’t do any of that in BP, not even ‘hook’ the same Custom-Event from several places…
In UE4, You can create an Actor or an Object and use it to store any spawned Blueprint etc.
But once you try and access its Methods / Custom-Events / Variables (Public or not) → Fail…
So could Epic add a Super-Object-Type that works like Kismet? If not, why / what will break?
Same goes for Event-Dispatchers, as they often require some pretty tricky set-ups at times etc.
Because ultimately the Caller and Callee both need to know a lot about each other in advance.
Plus, it can be confusing to read another devs code due to all the variation in names & naming!
…Event-Dispatcher Binding was implied / automatic / hidden / assumed on every Custom-Event?
…‘Callee’ Binding / registration was generic and not type-cast or specific to any Calling/Caller BP?
…UE4 added a Super-Object-Type to cast silently in the background to match Kismet’s simplicity?
Event-Dispatchers & Casting both stem from C++. Is their existence essential for BP Inheritance?
If so ok, but know this, they’re both invasive & unhelpful at the worst of times vs ease of Kismet.
There’s cases of ‘Casting’ failing silent in so many threads on here and none of this is going away.
And sure while Event-Dispatchers do work if plumbed right, they’re the least well explained topic…
Both will continue to trip up lots of developers whose games don’t benefit from Inheritance / OOP…
To aid UE4 adoption Blueprints should be easy & accessible to anyone but Casting/ED are barriers!