GlobalEventSystem-Unreal
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Loosely coupled internal event system plugin for the Unreal Engine.
I noticed that due to the static nature of the default event handler, it's keeping objects in memory between PIE sessions. While I do see some mechanisms in the code...
If we use the BP execGESEmitEventOneParam our emit data will already contain the correct prop pointers when the event gets processed. However if we emit directly from c++ i.e. via...
This would allow dynamic specialization (e.g. tagging a specific actor/object) while using tag base domain names
Not quite sure yet as to the best approach for this. Arrays can only support one type so it may be enough to just brute convert the basics types for...
See: https://docs.unrealengine.com/en-US/TestingAndOptimization/VisualLogger/index.html Should ideally be a middleware attachment with a global option toggle.
- Once system is operational, basic flow logs should be fairly easy to add - Could also add logging parameters via json serialization Considered extension
Function signatures can't change at runtime, we can use this to type check a new listener on the first call and then turn off validation for that listener for future...
Some types of limits come to mind: 1) specific listener list 2) only listeners that support specified interface 3) limited by another function (bouncer type check?) 4) single receiver (first...
Add support for an event that can only trigger once (or N times). Additional calls to that event will be ignored until remade.