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2.1.3.4 Node: Event

BDC_Patrick edited this page Dec 4, 2025 · 10 revisions

Event Node

Image Info
Event Node Tags
Event Node Values
Triggers gameplay events with associated tags and values.
Description
The Event Node is used to signal the game logic that something significant has happened in the dialog. It broadcasts an event via the Dialog Subsystem (`OnReceivedEventGlobal`) and to all participating components. You can attach a primary GameplayTag, a list of additional tags, and a set of Global Values (by name and type) to be passed along with the event.
Shortcut
Shortcut Hold F + Left Mouse Button

In- and Outputs

Name Pin Description
In In Pin Entry point for execution.
Out Out Pin Continues the dialog flow immediately after triggering the event.

Details

Node Details
Name Type Value Default Info
Event Message Tag FGameplayTag Tag None The primary identifier tag for the event.
Event Tag List FGameplayTagContainer Tags Empty Additional gameplay tags to be sent with the event.
Event Message Values TArray<Struct> List Empty A list of global values (defined by Type and Name) to retrieve and send with the event.
Additional Tags FGameplayTagContainer Tags Empty Extra metadata tags for general usage.
Additional Objects Map Map Empty Named Object references passed with this event.
Additional Classes Map Map Empty Named Class references passed with this event.

Notes

- The node has buttons on its body to toggle the visual display between the list of Tags and the list of Values.

Documentation Index

I. What is the Dialog Backend?
II. Setting up
III. Binding UI
IV. The Subsystem
V. The Components
VI. Dispatchers
VII. Others

Demo available: Demo Page

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