Global Event System V3.0

DarkGame - 코드 플러그인 - 2024/05/29
평점 없음

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.

  • 지원 플랫폼
  • 지원 엔진 버전
    5.3 - 5.4
  • 다운로드 유형
    엔진 플러그인
    이 제품은 코드 플러그인과 함께 미리 빌드한 바이너리와 언리얼 엔진에 통합되는 모든 소스 코드를 포함하고 있으며 원하시는 엔진 버전에 설치하여 프로젝트에 따라 활성화할 수 있습니다.

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


V2.5

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

V2.2

  • Fix packaging errors, fix default value pins

V2.1

  • Fix some known bugs

V2.0.1

  • Fix a potential bug

V2.0

  • 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

기술적 세부사항

Features:

  • 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: