I mean is there any benefit of using an event dispatcher from another blueprint? (not level bp). A target reference is needed in both cases, and after getting said reference you might as well just call the function in question.
Lets say I have an instant death function. Whenever the player steps on a red colored object (lets say i have 3 bp’s, a cube, a cylinder and a pyramid) the player dies. So what would be the difference in this theoretical scenario between every object getting a ref to the game mode (let’s say this is the bp where the player death function is set up) and calling PlayerDeath over doing the same thing but assigning a PlayerDeath custom event to a dispatcher, and calling that?
I think this might be a bit confusing, but here’s my question in a more straightforward way:
Event Dispatchers can only take events without inputs. Functions can have both inputs and outputs (so can regular events.). Why would I call an assigned event dispatcher from another blueprint that isn’t the level bp, over just firing the custom event/functiion? I need a target reference in both cases, so it seems that Event Dispatchers are inferior and even pointless. What am I missing? I’ve read the documentation and watched a few videos on the topic, and these are mostly used for bp to level bp communication.
From my current understanding, the only upside an event dispatcher could have would be if it was static, and required no getting/casting of the object that holds it. But I don’t see a setting in the details panel.
Maybe I just have the wrong expectations, I was under the impression that the event dispatchers were identical to the static events in Unity/Mono, and it was their static nature and easy access that appealed to me.