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1 |
| -# global-event-system-ue4 |
| 1 | +# GlobalEventSystem-Unreal |
2 | 2 | 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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3 | 3 |
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4 |
| -[](https://github.com/getnamo/global-event-system-ue4/releases) |
5 |
| -[](https://github.com/getnamo/global-event-system-ue4/releases) |
| 4 | +[](https://github.com/getnamo/GlobalEventSystem-Unreal/releases) |
| 5 | +[](https://github.com/getnamo/GlobalEventSystem-Unreal/releases) |
6 | 6 |
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7 | 7 | 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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8 | 8 |
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9 |
| -Questions? See https://github.com/getnamo/global-event-system-ue4/issues |
| 9 | +Questions? See https://github.com/getnamo/GlobalEventSystem-Unreal/issues |
10 | 10 |
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11 | 11 | Discussions? See [Unreal Thread](https://forums.unrealengine.com/development-discussion/engine-source-github/1691290-plugin-global-event-system)
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12 | 12 |
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13 | 13 | ### Current Important Issue
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14 | 14 |
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15 |
| -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 |
| 15 | +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 |
16 | 16 |
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17 | 17 | ## Quick Install & Setup ##
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18 |
| - 1. [Download Latest Release](https://github.com/getnamo/global-event-system-ue4/releases) |
| 18 | + 1. [Download Latest Release](https://github.com/getnamo/GlobalEventSystem-Unreal/releases) |
19 | 19 | 2. Create new or choose project.
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20 | 20 | 3. Browse to your project folder (typically found at Documents/Unreal Project/{Your Project Root})
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21 | 21 | 4. Copy *Plugins* folder into your Project root.
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@@ -500,7 +500,7 @@ Optionally you can also store the function and pass it instead of the lambda nam
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500 | 500 | - Background threads. Current version is not thread safe and should be called only in your game thread.
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501 | 501 |
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502 | 502 | ## Possible Improvements
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503 |
| -See https://github.com/getnamo/global-event-system-ue4/issues for latest. |
| 503 | +See https://github.com/getnamo/GlobalEventSystem-Unreal/issues for latest. |
504 | 504 | General enhancements:
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505 | 505 | - Event with callback (get information from a listener)
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506 | 506 | - Add optional logging utility to record event flow with possibly replay (attach middleware function)
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