PICO-8 game “Reordered” for GGJ 2018
Blueprint-defined behavior with dynamic multicast delegates in Unreal Engine

Quite often, gameplay programmers need to hand over the task of creating scripted events to level designers. In Unreal, a common workflow is to define shared features in C++ and level-specific behaviors with Blueprints.
While it is possible to implement C++ Actor methods via Blueprints using either BlueprintImplementableEvent or BlueprintNativeEvent, in this post, I’ll talk about dynamic multicast delegates.