Getting started
Explanation of how to implement the system to an object
Last updated

Explanation of how to implement the system to an object
Last updated
public IEasyEventManagerInterfaceclass AMyActor : public AActor, public IEasyEventManagerInterface
{
}// For Tag usage
#include "GameplayTagsManager.h"
void AMyActor::BeginPlay()
{
UEasyEventManagerLibrary::BindEvent(this, FName("MyEvent"), Object);
// or for tags
UEasyEventManagerLibrary::BindEventTag(this, UGameplayTagsManager::Get().RequestGameplayTag(FName("MyEventTag"), true), Object);
// call parent function
Super::BeginPlay();
}virtual void OnEventCalled_Implementation(FName Event, const FString& Message, UObject* Payload);
virtual void OnEventTagCalled_Implementation(FGameplayTag EventTag, const FString& Message, UObject* Payload);void AMyActor::OnEventCalled_Implementation(FName Event, const FString& Message, UObject* Payload)
{
//some code
}
void AMyActor::OnEventTagCalled_Implementation(FGameplayTag EventTag, const FString& Message, UObject* Payload)
{
//some code
}