@@ -17,11 +17,11 @@ There are a lot of contexts where the Events System can be a life-changer when i
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@@ -17,11 +17,11 @@ There are a lot of contexts where the Events System can be a life-changer when i
*** Elegant Blueprints ***
*** Elegant Blueprints ***
We all know how painful all those 'Cast-to' nodes can you inside your Blueprints. They simply disturb your clean and elegant nodes with a bunch of additional information you don't really need or want.
> We all know how painful all those 'Cast-to' nodes can you inside your Blueprints. They simply disturb your clean and elegant nodes with a bunch of additional information you don't really need or want.
Trust us, we hate them more than anyone else. They sure save a very important purpose but mostly they are overused due to bad architecture.
> Trust us, we hate them more than anyone else. They sure save a very important purpose but mostly they are overused due to bad architecture.
Also casting sometimes blocks extensibility and you will end up maintaining multiple branches to add functionality to it, which is something we all hate even more than casting nodes.
> Also casting sometimes blocks extensibility and you will end up maintaining multiple branches to add functionality to it, which is something we all hate even more than casting nodes.
Fortunately, those days are finally over. The Events System provides an **extensible** pattern that allows the developer to use Events to trigger functionality across multiple blueprints without creating dependencies and completely eliminate casting.
Fortunately, those days are finally over. The Events System provides an **extensible** pattern that allows the developer to use Events to trigger functionality across multiple blueprints without creating dependencies and completely eliminate casting.