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Loosely coupled internal event system plugin for the Unreal Engine.

Results 14 GlobalEventSystem-Unreal issues
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Or types of functions that would support 'get' flow

enhancement

'Source/GlobalEventSystem/Public/GESHandlerDataTypes.h' defines `UObject* FGESMinimalEventListener.ReceiverWCO`, which points to UObjects in the scene, but `Listener.ReceiverWCO->IsValidLowLevelFast()` seems to fail regarding deleted objects. Spawning and deleting objects rapidly while triggering events leads to crashes:...

bug

I'm receiving the following crash when using GES in Unreal 5.1.1 only on EndPlay ``` Assertion failed: Callable [File:\EpicGames\UE_5.1\Engine\Source\Runtime\Core\Public\Templates\Function.h] [Line: 596] Attempting to call an unbound TFunction! UnrealEditor_GlobalEventSystem!UE::Core::Private::Function::TFunctionRefBase::operator()() [\EpicGames\UE_5.1\Engine\Source\Runtime\Core\Public\Templates\Function.h:601] UnrealEditor_GlobalEventSystem!AGESWorldListenerActor::EndPlay()...

bug

I'm attempting to manually unregister a UPrimaryDataAsset listerner from an event Registering via ```cpp LambdaFunctionName = FGESHandler::DefaultHandler()->AddLambdaListener(Context, [this](UObject* ItemsAddedPayload) { OnItemAddedToInventoryEvent(ItemsAddedPayload); }); ``` Unregistering via ```cpp FGESHandler::DefaultHandler()->RemoveLambdaListener(Context, LambdaFunctionName); ``` Upon...

bug