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.