Global Event System V3.0

DarkGame - Code Plugins - May 29, 2024
Not Yet Rated

Property expansion of custom event tags (Used in C++ and Blueprint), event system based on Event Tag (for deconstruction), similar to the use of Gameplay Tag.

  • Supported Platforms
  • Supported Engine Versions
    5.3 - 5.4
  • Download Type
    Engine Plugin
    This product contains a code plugin, complete with pre-built binaries and all its source code that integrates with Unreal Engine, which can be installed to an engine version of your choice then enabled on a per-project basis.

Support [Discord Support] QQ群: 785689421

Global Event System V2(V3) Documentation: [Documentation]

Global Event System V2(V3) Video: [youtobe] [bibilili]

This plug -in contains in Attribute And Event System V3 . If you have already purchased Attribute And Event System V3 , please do not buy it repeatedly.

If the plugin works well for you then please be sure to leave a review letting us know what you liked about it.

Update Log:

V3.0.0 (coming soon)

  • Almost complete support for defining EventTag in C++ and using it in C++ and Blueprint
  • Basic data types
  • Any structure type (including custom ones)
  • Class, Object, SoftClass, SoftObject
  • Map parameters (Note: Key does not support setting as a custom structure, but can use some pre-set structures [such as GameplayTag, Key, EventTag, Vector, etc.], which is reserved because it will not appear in most cases unless you need to provide it later)
  • And more...
  • Complete Blueprint EventTag definition and modification


  • Support defining EventTag in C++ and using them in Blueprint
  • Support more event parameter pins
  • Fix some known bugs


  • Fix packaging errors, fix default value pins


  • Fix some known bugs


  • Fix a potential bug


  • Attribute extensions for custom Event Tag, both similar to Gameplay Tag and implementing an Event Tag-based event system (for deconstruction).
  • Event dispatchers using blueprints will inevitably reference the event delegate source object class and add blueprint file references. This message event system will release this reference and achieve the purpose of decoupling.

========================= Blueprint main event node =================================

Custom listening event node (supports network replication) (needs to call node EnableMessageEvent during BeginPlay).

Notify message event node: used to trigger all bound listening events, such as Widget updates when the health value changes.

Listening to message event nodes: This is similar to a blueprint function and can listen to the required events at any location

Technical Details


  • Event System: used for program decoupling ( Used in C++ and Blueprint )
  • Customized EventTag (similar to GameplayTag), supports dynamic binding of event parameters
  • Dynamically manage EventTag parameter list, supports arbitrary modification of parameter list
  • Manage EventTag through data table
  • Event notification and event listener
  • Customized event listener (based on custom events, supports network replication)

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

  •  EventSystem
  •  EventTags
  • EventTagsEditor

Number of Blueprints:0

Number of C++ Classes:30+

Network Replicated: YES

Supported development platforms: Win64/Mac

Supported target build platforms: Win64/Mac

Document: [Documentation]

Example project:

Important/Additional Notes: