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Message System
PlatanoGames edited this page Aug 8, 2026
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The Core message subsystem provides tag-addressed typed communication.
- register and remove listeners;
- broadcast a payload on a Gameplay Tag channel;
- retain diagnostic history where configured;
- expose native and Blueprint-facing operations;
- carry bridge payloads between optional feature plugins.
Messages are appropriate when publishers and receivers should not share a feature-module dependency. Payload type and tag are part of the contract; avoid using an unstructured message as a substitute for a clear domain API.
- Delegates are useful inside an existing dependency boundary.
- Interfaces express capabilities on concrete objects.
- Registries discover tagged assets or implementations.
- Event handlers resolve a tag to behavior with an explicit lifecycle.
These mechanisms complement one another and should not be collapsed into a single global event bus.
- Development Preview
- Getting Started
- Release branch catalog
- Public Plugin Matrix
- Early Preview Plugins
- Known Issues
- Architecture Overview
- Plugin Topology
- Module Reference
- Configuration and Registry
- Data-Driven Design
- Profiles and Budgets
- Gameplay Tag Architecture
- Initialization Pipeline
- Cross-Plugin Communication
- Message System
- Event Handlers
- Logging and Trace
- Runtime Flows
- Blueprint API Design
- Editor Integration
- Editor Visual System