EventHub

A project-wide publish/subscribe event bus for Blueprints and C++: emit events by name or GameplayTag with any payload and receive them anywhere, with no references betw…

Malware-scannedSigned licence keyInstant downloadUpdates included
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Emit events addressed by Domain + Event strings or by GameplayTags; the two forms…
Wildcard payload: send any single property (int, float, bool, string, name, struct or…
Pinned events that are replayed to listeners binding after the emit, plus Unpin
Bind receivers by function name, by wildcard delegate, through receiver components, or…
Wildcard conversion nodes to read the payload as integer, float, bool, string, name,…
Parameter type checking: a listener whose function does not match the payload type is…
$11.99

EventHub lets any Blueprint or C++ object emit an event and any other object listen for it, without either side holding a reference to the other. Events are addressed by a Domain and Event string pair (for example global.default / ScoreChanged) or by a GameplayTag picked from a drop-down, and each event can carry one value of any type: number, bool, string, name, struct or object.

Receivers bind a function by name, bind a wildcard delegate and read the value with conversion nodes, use one of the ready-made receiver components, or bind a lambda in C++. Pinned events are replayed to listeners that bind later, so an event can also carry state such as "level ready". Listeners of destroyed objects and of worlds that end are cleaned up automatically.

Use it to decouple UI from gameplay, broadcast game-state changes to many systems at once, connect Blueprints that live in different sub-levels, or let independent game modules talk to each other without hard dependencies.

EventHub is part of the Alpha XP utilities collection for Unreal Engine 4.27 and 5.8. Every feature is exposed to Blueprints and C++, it ships with styled HTML documentation, and it is compiled and verified warning-free against clean UE 4.27 and UE 5.8 projects.

24Blueprint nodes
1Event
2Engine builds
1Platform

Key features

  • Emit events addressed by Domain + Event strings or by GameplayTags; the two forms
  • Wildcard payload: send any single property (int, float, bool, string, name, struct or
  • Pinned events that are replayed to listeners binding after the emit, plus Unpin
  • Bind receivers by function name, by wildcard delegate, through receiver components, or
  • Wildcard conversion nodes to read the payload as integer, float, bool, string, name,
  • Parameter type checking: a listener whose function does not match the payload type is
  • Automatic cleanup of stale listeners and of all events of a world when that world ends
  • Base receiver component that binds on BeginPlay and unbinds on EndPlay, with polling
  • Eight typed receiver component Blueprints (Bool, Float, Int, Object, Rotator, String,
  • C++ handler API with typed emit overloads and typed lambda listeners
  • Global options for struct type validation and stale-listener logging

Blueprint & C++ API

Callable runs when executed Β· Pure no exec pin, returns a value

EventHub 23

NodeTypeDescription
EH Unbind Event(Domain: String, Event: String, Receiving Function: String)CallableRemove this listener from the specified event.
EH Unbind Tag Event(Tag: Gameplay Tag, Receiving Function: String)CallableRemove this listener from the specified event given by GameplayTag.
EH Unbind All Events For Context(Context: Object)CallableCall this on endplay to remove all events associated with this graph. If context isn't specified, graph context used (default use case).
EH Unbind Delegate(Receiving Function: EH One Property Signature, Domain: String, Event: String)Callable
EH Unbind Tag Delegate(Tag: Gameplay Tag, Receiving Function: EH One Property Signature)Callable
EH Bind Event(Domain: String, Event: String, Receiving Function: String)CallableBind a function (to current caller) to an EventHub event. Make sure to match your receiving function parameters to the event ones.
EH Bind Tag Event(Domained Event Tag: Gameplay Tag, Receiving Function: String)CallableBind a function (to current caller) to an EventHub event defined by a GamePlayTag
EH Bind Tag Event To Delegate(Domained Event Tag: Gameplay Tag, Receiving Function: EH One Property Signature)CallableBind a function (to current caller) to an EventHub event defined by a GamePlayTag
EH Bind Event To Delegate(Receiving Function: EH One Property Signature, Domain: String, Event: String)CallableBind an event delegate to an EventHub event. Use blueprint utility to decode UProperty.
EH Emit Event One Param(Parameter Data: TFieldPath<FProperty>, Pinned: Boolean, Domain: String, Event: String)CallableEmit desired event with data.
EH Emit Event(Pinned: Boolean, Domain: String, Event: String)CallableJust emits the event with no additional data Pinning an event means it will emit to future listeners even if the event has already been emitted.
EH Emit Tag Event(Domained Event Tag: Gameplay Tag, Pinned: Boolean)CallableJust emits the event with no additional data using GameplayTags to define domain and event.
EH Emit Tag Event One Param(Parameter Data: TFieldPath<FProperty>, Domained Event Tag: Gameplay Tag, Pinned: Boolean)CallableEmit desired event with data using GameplayTags to define domain and event. Data can be any single property (wrap arrays/maps etc in a struct or object).
EH Unpin Event(Domain: String, Event: String)CallableIf an event was pinned, this will unpin it. If you wish to re-pin a different event you need to unpin the old event first.
To Integer (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out IntPureConvert wildcard property into a literal int
To Float (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out FloatPureConvert wildcard property into a literal float
To Bool (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out BoolPureConvert wildcard property into a literal bool
To String Ref with status (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out StringPureConvert wildcard property into a string (reference)
To String (Wildcard Property)(In Prop: EH Wildcard Property) β†’ StringPureWill still warn, but won't return a boolean for conversion status, used for auto-casting to print strings for debugging
To Name (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out NamePureConvert wildcard property into a literal Name
To Struct (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out StructPureConvert wildcard property into any struct
To Object (Wildcard Property)(In Prop: EH Wildcard Property) β†’ Boolean, Out ObjectPureConvert wildcard property into any Object
To Domain and Event (GameplayTag)(In Tag: Gameplay Tag) β†’ Out Domain, Out EventPureConvert a GameplayTag into a Domain and Event string pair

EventHubOptions 1

NodeTypeDescription
Set EH Options(In Options: EH Global Options)CallableEventHub options are global and affect things like logging and param verification (performance options)

Events & delegates

Bind these in Blueprint (drag off the object β†’ Bind Event) or with AddDynamic in C++.

EventParameters
On EventWildcard Property (EH Wildcard Property)

Compatibility

UE 4.27EventHub 4.27.zipUE 5.8EventHub 5.8.zip

One ready-made build per engine version is included in the download β€” copy the one that matches your project.

PlatformSupported in
WindowsEditor & packaged
ModuleTypeLoading phase
EventHubRuntimeDefault

Technical details

Code modulesEventHub (Runtime)
Blueprints9 Β· C++ classes: 3
Network replicatedNo
Development platformsWindows: Yes, Mac: Not verified
Target build platformsWin64
Third-party softwareNo
Engine versionsUnreal Engine 4.27 Β· 5.8 β€” a build for each is included
C++ classes3 + 5 structs
Blueprint nodes24
Events1
DocumentationDocumentation.html (in the download)
DownloadEventHub.zip Β· 243 KB
Versionv1.0.0

What's in the download

FileWhat it is
EventHub 4.27.zipPlugin build for Unreal Engine 4.27
EventHub 5.8.zipPlugin build for Unreal Engine 5.8
Documentation.htmlDocumentation (open in a browser)

Quick start

  1. Unzip the download and pick the build that matches your engine (4.27 Β· 5.8).
  2. Copy the EventHub folder into your project's Plugins/ folder (create it if needed).
  3. Open the project, enable EventHub under Edit β€Ί Plugins and restart the editor.
  4. Right-click in any Blueprint graph and search EventHub β€” or include the public headers from C++.
  5. Package for your target platform (Windows).

Good to know

Built and verified warning-free for Unreal Engine 4.27 and 5.8. Events are delivered synchronously inside the local game instance; they are not sent over the network. Uses the engine GameplayTags module. Developed and maintained by Alpha XP.

Everything included

  • Emit events addressed by Domain + Event strings or by GameplayTags; the two forms…
  • Wildcard payload: send any single property (int, float, bool, string, name, struct or…
  • Pinned events that are replayed to listeners binding after the emit, plus Unpin
  • Bind receivers by function name, by wildcard delegate, through receiver components, or…
  • Wildcard conversion nodes to read the payload as integer, float, bool, string, name,…
  • Parameter type checking: a listener whose function does not match the payload type is…
  • Automatic cleanup of stale listeners and of all events of a world when that world ends
  • Base receiver component that binds on BeginPlay and unbinds on EndPlay, with polling…
  • Eight typed receiver component Blueprints (Bool, Float, Int, Object, Rotator, String,…
  • C++ handler API with typed emit overloads and typed lambda listeners
  • Global options for struct type validation and stale-listener logging

Platforms

Windows

Requirements

  • Unreal Engine 4.27 and 5.8
  • Develop on Windows (Win64)
  • Blueprints and C++

In the download

FileEventHub.zip
FormatZIP
Size243 KB
Versionv1.0.0
SHA-25645f8a09e7b905e29…

Personal

$11.99

One non-commercial project

  • 1 activation seat
  • 1 year of updates
  • One end product
  • Non-commercial use
  • Community support
  • 14-day refund window
Read the Personal terms
β˜… Most popular

Commercial

$59.99

Ship paid products

  • 5 activation seats
  • 1 year of updates
  • One paid end product
  • Unlimited end users
  • Priority support
  • Source files
  • 14-day refund window
Read the Commercial terms

Extended

$189.00

Resell & white-label

  • Unlimited activation seats
  • Lifetime updates
  • Unlimited end products
  • White-label & resell
  • 1-hour SLA
  • Seat-free team use
  • 14-day refund window
Read the Extended terms

One purchase per product, no subscription. Each licence comes with a signed key β€” 1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended. Paid licences can be refunded within 14 days from your order page.

  1. v1.0.0Latest
    • Unreal Engine 4.27 and 5.8
    • Blueprint and C++ API, HTML documentation
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Frequently asked

How do I get the files after paying?

Straight after checkout you land on your order page with the download button and your licence key. A receipt is emailed to you, and every order stays in My library.

Which licence do I need?

Personal β€” One non-commercial project. Commercial β€” Ship paid products. Extended β€” Resell & white-label. The Licences tab compares them side by side.

On how many devices can I activate it?

1 seat on Personal, 5 seats on Commercial, unlimited seats on Extended.

How long do I get updates?

Personal: 1 year of updates, Commercial: 1 year of updates, Extended: lifetime updates, counted from your purchase.

Can I get a refund?

Yes β€” paid licences can be refunded within 14 days, straight from your order page.

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The file was scanned with ClamAV when it was published. Its SHA-256 checksum is listed under Features β†’ In the download, so you can verify the file you receive.

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No. Checkout only needs your email. Signing in keeps all your purchases, keys and downloads together in My library.

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