Overview
This is the core system of the project. As such, it’s extensibility is none. This subsystem exists on a per-world basis, except for Editor worlds. It contains a single node to broadcast events, called Broadcast Global Event. This allows the communciation between all actors, without type knowledge.
Internally, the subsystem tracks a map of all registered tags to the components bound to them. This allows really fast lookup speeds, meaning lots of components can be used with little performance impact, even less with it leveraging the power of C++.
On creation of a new component, it automatically registers itself into this map. No setup is required on the developer side to ensure these systems work together, it is all handled automatically.
Blueprint API
Functions:
Broadcast Global Event- The only blueprint exposed thing from this subsystem. It allows the user to create their own triggers for custom logic. It has 2 parameters:Instigator- This is the actor that is triggering the event, most of the time this will be a reference toSelfGameplay Tag- The tag to broadcast. Will invoke the response on all components that listen for this tag, unless a custom actor to respond to is set.