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Changelog

Next release​

  • Invoked events now run in the order they were invoked, and the queue no longer has a limit of 100 entries.
  • Unregistering a listener cancels its already queued calls.
  • Unregister Events no longer stops later events from being queued.
  • Payload objects are kept alive until every listener has received them.
  • Listeners whose objects have been destroyed are removed automatically.
  • Registering the same callback twice is ignored.
  • Warnings are logged when an event is invoked or registered with a mismatched type, or registered without a callback.
  • Unregister … By Object with an empty Object no longer removes every listener; it logs a warning instead.
  • New project settings: Dispatch Immediately and Dispatch While Paused. Polling Rate changes now apply without restarting.
  • Fixed a crash in Debug Event Manager with named events.
  • Fixed a crash when unregistering events from inside a callback.
  • Fixed problems with several game instances, such as Play In Editor with multiple players.
  • UEventIdentifier can now be used from other C++ modules.

1.6.7​

  • Added Unregister Event By Object and Unregister Event Name By Object.

1.6.6​

  • Compatibility update for newer Unreal Engine 5 versions (new ticker API).

1.6.5​

  • Unreal Engine 5.0 support.
  • Added Unregister Event Name.

1.6.4​

  • Internal improvements to the event queue.

1.6.3​

  • Added named events: every Register and Invoke node has a Name variant that takes a string instead of an Event Identifier.

1.6.2​

  • Added the Optional Target pin to every Invoke node.