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Update for UE5 production
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GlobalEventSystem.uplugin

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{
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"FileVersion": 3,
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"Version": 1,
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"VersionName": "0.8.1",
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"VersionName": "0.9.0",
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"FriendlyName": "GlobalEventSystem",
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"Description": "Loosely coupled internal event system.",
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"Category": "Utility",

README.md

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# global-event-system-ue4
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# GlobalEventSystem-Unreal
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A loosely coupled internal global event system (GES) plugin for the Unreal Engine. Aims to solve cross-map and cross-blueprint communication for reliable and inferable event flow. Should enable a publisher-observer pattern.
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[![GitHub release](https://img.shields.io/github/release/getnamo/global-event-system-ue4.svg)](https://github.com/getnamo/global-event-system-ue4/releases)
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[![Github All Releases](https://img.shields.io/github/downloads/getnamo/global-event-system-ue4/total.svg)](https://github.com/getnamo/global-event-system-ue4/releases)
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[![GitHub release](https://img.shields.io/github/release/getnamo/GlobalEventSystem-Unreal.svg)](https://github.com/getnamo/GlobalEventSystem-Unreal/releases)
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[![Github All Releases](https://img.shields.io/github/downloads/getnamo/GlobalEventSystem-Unreal/total.svg)](https://github.com/getnamo/GlobalEventSystem-Unreal/releases)
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Because the events are emitted to a dynamic map of listeners you can loosely link parts of your project without needing to redo boilerplate when you change parts of the code, dynamically change environments, or e.g. load a different submap. Fire something away, and if something is interested in that information, they can do something with it; optional.
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Questions? See https://github.com/getnamo/global-event-system-ue4/issues
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Questions? See https://github.com/getnamo/GlobalEventSystem-Unreal/issues
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Discussions? See [Unreal Thread](https://forums.unrealengine.com/development-discussion/engine-source-github/1691290-plugin-global-event-system)
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### Current Important Issue
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Emitting a struct from C++ to blueprint receiver will currently not fill properly. All other emit/receive pairs work. Use object wrapper as workaround until fix is found. Issue: https://github.com/getnamo/global-event-system-ue4/issues/15
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Emitting a struct from C++ to blueprint receiver will currently not fill properly. All other emit/receive pairs work. Use object wrapper as workaround until fix is found. Issue: https://github.com/getnamo/GlobalEventSystem-Unreal/issues/15
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## Quick Install & Setup ##
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1. [Download Latest Release](https://github.com/getnamo/global-event-system-ue4/releases)
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1. [Download Latest Release](https://github.com/getnamo/GlobalEventSystem-Unreal/releases)
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2. Create new or choose project.
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3. Browse to your project folder (typically found at Documents/Unreal Project/{Your Project Root})
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4. Copy *Plugins* folder into your Project root.
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- Background threads. Current version is not thread safe and should be called only in your game thread.
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## Possible Improvements
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See https://github.com/getnamo/global-event-system-ue4/issues for latest.
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See https://github.com/getnamo/GlobalEventSystem-Unreal/issues for latest.
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General enhancements:
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- Event with callback (get information from a listener)
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- Add optional logging utility to record event flow with possibly replay (attach middleware function)

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