UE5 Events & Dispatchers in C++ (Blueprint to C++ Cheatsheet)
Events and dispatchers are how Unreal Engine 5 decouples gameplay logic so one object can react to another without a hard reference. In Blueprints you create Custom Events, declare Event Dispatchers, and bind to them in the editor; in C++ the same patterns map to UFUNCTION handlers, dynamic multicast delegates, Broadcast, and AddDynamic.
This category covers the exact C++ equivalents of the most common Blueprint event nodes: declaring and exposing dispatchers with DECLARE_DYNAMIC_MULTICAST_DELEGATE and BlueprintAssignable, calling them, binding handlers, and the BlueprintImplementableEvent and BlueprintNativeEvent specifiers that let C++ and Blueprint call into each other.
6 nodes in this category.
Custom Event / Function
A Blueprint Custom Event or Function becomes a C++ method marked withUFUNCTION(BlueprintCallable), declared in the header and defined in the .cpp. The BlueprintCallable specifier exposes it so Blueprints can still call it.View C++ equivalent →Event Dispatcher (declare & assignable)
A Blueprint Event Dispatcher in C++ is a dynamic multicast delegate declared withDECLARE_DYNAMIC_MULTICAST_DELEGATE_OneParam, then exposed as a UPROPERTY(BlueprintAssignable) member so Blueprints can bind to it.View C++ equivalent →Call Event Dispatcher
Calling a Blueprint Event Dispatcher in C++ means invokingBroadcast on the delegate, for example OnHealthChanged.Broadcast(CurrentHealth);. This fires every function bound to the dispatcher.View C++ equivalent →Bind Event to Dispatcher
Binding to a Blueprint Event Dispatcher in C++ usesAddDynamic, for example Target->OnHealthChanged.AddDynamic(this, &AMyActor::HandleHealthChanged);. The handler must be a UFUNCTION.View C++ equivalent →Blueprint Implementable Event
BlueprintImplementableEvent declares a function in C++ that is implemented entirely in Blueprint and called from C++. You declare it in the header with no .cpp body and Unreal generates the call hook.View C++ equivalent →Blueprint Native Event
BlueprintNativeEvent declares a function with a default C++ body that Blueprints can override. You declare it in the header and write the default in a _Implementation suffixed method in the .cpp.View C++ equivalent →