How To Use Event Dispatchers And How They're Diffrent To Blueprint Interfaces In UE4 and UE5

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► Description
In this video, I show you how to use event dispatchers and how they can be used to make blueprint communication easier and to reduce the number of variable references one blueprint might need.

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If you're new to VR and want to get started with Oculus Quest development, I recommend watching these videos first.

1. Installing UE4 from Source code (contains more up to date Quest features)

2. Installing Android Studio (Required to create Oculus Quest projects in UE4.25+)

3. My Oculus Quest 1 Settings (These are different to the Quest 2)

4. My Oculus Quest 2 Settings
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PC SPECS:
► RTX 2070 Super
► I9-9900K
► 32GB Ram
► 2TB SSD

Equipment
► Keyboard: HyperX Alloy Origins
► Mouse: Anker® Ergonomic Optical USB Wired Vertical Mouse
► Mic: Trust GXT 232
► WebCam: Jelly Comb
► Screen: AOC I2367fh 23-inch LED x 2
► Headset 1: Oculus Quest 128GB
► Headset 2: Oculus Rift + Motion Controllers
► Headset 2: Oculus Quest 2
► Graphics Tablet: Wacom Cintiq 13hd
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omg thank youuuu. I am a true beginner i never did this before and i want to start with blue print before i learn anything else. I am learning other things little by little but blueprint is my main focus.

richmind
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So funny, i watched your last Video about casting vs interfaces 5 minutes ago and almost ask in the comments why not using a event dispatcher instead :D ... great content thanks a lot

thomaskneisel
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Thank you for sharing in all your videos 💪

coolnamesTV
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So the event dispatcher just has a reference to the event and so can only "hear" things while interfaces are referring to the interface itself.
The part I find confusing is the cast since I always hear casting creates a hard reference. Granted the player is already loaded and the cast only works when entity in question spawns so load times should be kept down.

thelawgameplaywithcommenta
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Thank you. Im learning UE 1 piece at a time.

BrianScotland
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Thanks for sharing the insights. To me it seems like event dispatchers provide a more flexible and therefore easier setup down the line, or am I missing something? What benefit do interfaces have over event dispatchers?

pixelasm
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Which is faster / more performant? Interfaces, event dispatchers or dare I say... direct BP communication?

SomunImmersive
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HI, nice video man, thanks, very well splain, you are the best!, question what happen when do that but in multiplayer?

msinclaircorp
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I might have missed something here. In your example of adding health, the BP is getting a reference to the player pawn, casting it, then calling an event on that object.

But if you already have a reference to the player pawn that has been cast to a specific class, you could just call a public method on that class, so isn't that simpler than using the event system?

I guess what I'm saying is that if you need to find all objects of type (player pawn in this case) and cast them all, what's the advantage of using an event over just calling a method?

I'd kind of expected to be able to just fire an event from one BP called "X", and then have other BPs subscribe to the "X" event without the two classes needing to know anything else about each other.

ChrisCohen
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I just don't like the idea of assigning references trough the editor.... It just feels like I will forget to do it and get many errors. That's why I don't like event dispatchers mutch. I just feel that there is much better way to use them than this. Like, for binding UI to the player trough events or making hotkeys, dialogue system or something.

Any kind of interaction is so much better with interfaces since I don't have to know about the other object.. at all. If touching the trigger fires up the lights then yeah, use dispatchers but it still looks weird to do so, in my mind. I know that I am most likely wrong but it just looks wrong to use it!

GeniusPancake
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better question is what is the diffrent to multicast

prototypega
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hi, how do i stop sound from another blueprint?

damnfail
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Please give me a like for saving everyone 18+ mins of thier LIFE just jump to this BRO DONT BE SO LONG WINDED... 18:50

noname-wr
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Thx! Started with it a while ago, what helps me now is only using get All Actors of Class "BP_.." for the Target of Call "...".

VisQo-Herold