c++ Event system - Observer Pattern

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Event driven system for better flow control inside C++ and BP Classes. Eliminates unnecessary casting and clean approaches.

  • Supported Platforms
  • Supported Engine Versions
    4.20

Description


The Unreal Event system is a simple yet effective event driven approach for creating more clean and easy to maintain solutions for Blueprints.

It is an implementation of the Observer Pattern. It allows for beautiful flow control inside blueprints and eliminates dependencies between C++ Classes, as well as BP Classes.

It uses Event Assets to invoke actions and delegate actions to all listeners.


You can call complex behaviors on multiple Classes without dependencies. Your code and Blueprints will be as clean as possible.

Technical Details


Features: (Please include a full, comprehensive list of the features of the product)

  •  Create event assets in your project
  •  Create implementation for each listener when the event is triggered
  •  Simple and easy event invoking system
  • Allow multiple actors to listen to the same event
  • Prevent null references and cleaner architectures
  • Dynamic event driven system

Code Modules: (Please include a full list of each Plugin module and their module type (Runtime, Editor etc.))

  •  Editor: Creating assets for the content browser in form of events
  •  RunTime: Allow easy access to an event driven-system


Number of Blueprints: 2

Number of C++ Classes: 3

Documentation: https://docs.google.com/document/d/1GnoW3Z2PW8XShl9mwqkGlMhT_KPgbwVvmKbJB4qoOJc/edit?usp=sharing


Important/Additional Notes:

The project is still in development. Please address any suggestions or problems here:

https://bitbucket.org/pasotee/eventsystemunreal/issues?status=new&status=open

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