Documentation
  • Introduction
    • Overview
  • Implementation
    • Getting started
    • Enable Replication
  • Functions
    • Quick Explanation
    • Bind Event
    • Unbind Event
      • Unbind All Events
      • Clear All Events
    • Call Event
    • On Event Called
  • Examples
    • Create a new Payload Object
    • Usage of Payload
    • Multiple Events in one Object
      • Bulk Variant
      • Using Messages
Powered by GitBook
On this page
  1. Implementation

Getting started

Explanation of how to implement the system to an object

PreviousOverviewNextEnable Replication

Last updated 2 years ago

  1. Open your object that you want to bind an event to and add the EasyEventManagerInterface.

  2. Recompile your Blueprint to be able to find the functions in the Right-Click Menu;

    or implement it through the Interface panel on the left side:

  3. Now you are ready to bind an event by using either or

  4. Implement the or function from the Interface

This part is only for those who want to use it in C++!

C++ Implementation

  1. Implement the EasyEventManagerInterface to your c++ class

Header file:

public IEasyEventManagerInterface

Example:

class AMyActor : public AActor, public IEasyEventManagerInterface
{
}

Cpp file:

// 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();
}

Header file:

virtual void OnEventCalled_Implementation(FName Event, const FString& Message, UObject* Payload);
virtual void OnEventTagCalled_Implementation(FGameplayTag EventTag, const FString& Message, UObject* Payload);

Cpp file:

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
}

And that's it! Now you can use or anywhere you want, easy right?

Now you are ready to bind an event by using either or

You can call or from anywhere!

Implement the or function from the Interface

And that's it! Now you can use or anywhere you want, easy right?

CallEvent()
CallEventTag()
BindEvent()
BindEventTag()
BindEvent()
UnbindEvent()
OnEventCalled()
OnEventTagCalled()
CallEvent()
CallEventTag()
BindEvent()
BindEventTag()
OnEventCalled()
OnEventTagCalled()
Page cover image
You can call or from anywhere!
BindEvent()
UnbindEvent()