# Changelog


# [1.0.0] — Initial Release

  • UAP_EventBusComponent — server-authoritative pub/sub event messaging component
  • RPC-based replication — no replicated UPROPERTYs, all delivery via targeted RPCs
  • Transparent client-to-server routing — PublishEvent works from any machine without authority checks
  • Four delivery scopes: All, OwnerOnly, ServerOnly, LocalOnly
  • All — NetMulticast to server and all connected clients
  • OwnerOnly — Client RPC to the owning connection only
  • ServerOnly — server-local dispatch, zero client cost
  • LocalOnly — calling machine only, zero network cost — ideal for UI events
  • OnEventReceived — catch-all delegate, fires for every event on the bus regardless of tag
  • OnListenedEventReceived — filtered delegate, fires only for tags registered via ListenForEvent
  • Both delegates share the same (FGameplayTag, FAP_EventPayload) signature
  • Both can be bound and used simultaneously on the same component
  • ListenForEvent — register a tag filter
  • StopListeningForEvent — remove a single tag filter
  • StopAllListening — clear all filters, called automatically in EndPlay
  • IsListeningForEvent — query whether a tag is currently filtered
  • RegisterPersistentEvent — mark a tag as persistent, cache its last payload server-side
  • UnregisterPersistentEvent — remove a tag from the persistent set
  • Automatic late-join delivery — clients call ServerRequestCachedEvents in BeginPlay automatically
  • ClientReceiveCachedEvent delivers each cached event to joining clients via OnEventReceived
  • WasEventFired — check if a persistent event has fired at least once
  • GetLastPayload — retrieve the last cached payload for a persistent tag
  • GetAllCachedEventTags — get all tags currently in the persistent cache
  • All three are BlueprintPure — no execution pin in Blueprint
  • UAP_EventBusBlueprintLibrary with four static helpers
  • GetEventBusFromGameState — most common accessor for the global bus pattern
  • GetEventBusComponent — find the bus on any actor
  • PublishEventOnBus — convenience wrapper combining lookup and publish
  • MakeEventPayload — construct a payload as a pure node without splitting struct pins
  • AAP_EventBusDemoCharacter — C++ reference implementation with input-driven examples across all four delivery scopes
  • Four demo input actions: DemoPublishDamage (All), DemoPublishHeal (All), DemoPublishAlert (ServerOnly), DemoPublishUINotify (LocalOnly)

# Known Limitations in v1.0


# [1.1.0] — Planned


AfterPrime Systems — Building the Gameplay Foundation