# Bind Event

**Event**: Identifier of the event by using a **FName** or **FGameplayTag**\
**Object**: Reference of the object to bind the event to

<figure><img src="https://3743917652-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F461QZtnJljYazCvCp6z0%2Fuploads%2F6FDBhBV5mMmipisxowzB%2FBindEVent.png?alt=media&#x26;token=a35f04a6-061a-4bdb-9f0b-09105dd0e0f8" alt=""><figcaption><p>Bind a Event to an Object</p></figcaption></figure>

<figure><img src="https://3743917652-files.gitbook.io/~/files/v0/b/gitbook-x-prod.appspot.com/o/spaces%2F461QZtnJljYazCvCp6z0%2Fuploads%2Ff8o1rS7tVACZoSrGQBKX%2FBindEVentbulk.png?alt=media&#x26;token=067d3e4b-1f59-4d2d-8fc7-0e0d60fb636a" alt=""><figcaption><p>Bulk functions, can be handy to bind multiple Events to an object.<br><strong>BindEventTag supports already multiple choices!</strong></p></figcaption></figure>

## C++ Usage

```cpp
UEasyEventManagerLibrary::BindEvent(this, Event, Object);
UEasyEventManagerLibrary::BindEventBulk(this, Events, Object);
```

```cpp
UEasyEventManagerLibrary::BindEventTag(this, Events, Object);
```
