Events
Unreal Engine uses Events to send messages to Actors, which are objects that can be added to the level. The scripts that we created in Blueprints are Actions that are executed in response to events that are generated during the game.
To see the events available, right click on the "EventGraph" and expand the "Add Event" category. In this category there are subcategories that group other related events as shown in the image below:
To see the events available, right click on the "EventGraph" and expand the "Add Event" category. In this category there are subcategories that group other related events as shown in the image below:
Below is a brief description of the main events:
- Collision Events: They are triggered when two Actors collide or overlap.
- Mouse Events: They are triggered by clicking and releasing the mouse button or when the mouse cursor is over the Actor.
- Touch Events: They are triggered by Touch Screens.
- Custom Events: They are new events that we can create in the blueprints.
- Event Begin Play: It is triggered when the game starts for the Actor.
- Event Destroyed: It is triggered when the Actor is about to be removed from the game.
- Event Tick: It is called every frame of the game. For example, if a game runs at 60 frames per second, this event will be called 60 times in a second.
You can add many different events in a "EventGraph" but each event can only be added once in the "EventGraph".
The image below shows some examples of Events that have been added to the "EventGraph" but without any Action associated with them.
The image below shows some examples of Events that have been added to the "EventGraph" but without any Action associated with them.
Click to enlarge |