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SignalNexus — Advanced Runtime Signal Bus

A high-performance, fully decoupled signal & message broker for Unreal Engine 5.8, built on hierarchical Gameplay Tags. Systems, actors and UI communicate without ever referencing each other — send a signal on a tag channel, subscribe wherever you like.

Highlights

  • Typed wildcard payloads. Broadcast and receive any struct — including Blueprint-only structs — with zero C++ registration. Custom-thunk nodes (Broadcast Signal, Unpack Signal Payload) keep it type-safe: unpacking the wrong type fails cleanly instead of corrupting memory.
  • Hierarchical routing. A subscription on Event.Player automatically receives Event.Player.Spawns, Event.Player.Deaths, and any deeper child channel.
  • Middleware interceptors. Register an ISignalNexusInterceptor on a tag subtree to modify, pass, or block signals before they reach subscribers (e.g. clamp damage, redirect events, mute channels).
  • Scheduling modes. Immediate, DeferredNextFrame (queued and flushed on the next tick), and Throttled (rate-limited & coalesced per channel — perfect for noisy UI updates).
  • Self-contained. Depends only on Core, CoreUObject, Engine, GameplayTags.

C++ quick start

USignalNexusSubsystem* Bus = USignalNexusSubsystem::Get(this);

// Subscribe (type-safe)
FSignalNexusHandle Handle = Bus->Subscribe<FSignalDamagePayload>(
    DamageTag, [](const FSignalDamagePayload& Dmg) { /* react */ });

// Broadcast
FSignalDamagePayload Dmg; Dmg.Amount = 25.f;
Bus->BroadcastSignal(DamageTag, Dmg, ESignalNexusPriority::Immediate);

// Later
Bus->Unsubscribe(Handle);

Blueprint quick start

  1. Broadcast Signal — pick a Channel tag, connect any struct to the wildcard Value pin, choose a Priority.
  2. Subscribe To Signal — bind an event; it fires with the Channel and a Payload.
  3. Unpack Signal Payload — feed the Payload in and read your struct out of the wildcard pin (returns false if the type doesn't match).

Modules

  • SignalNexus (Runtime, PreDefault) — payload container, routing core, subsystem, interceptor interface, and the Blueprint function library.

© 2026 Silvan Teufel

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© 2026 Silvan Teufel. All rights reserved.

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Unreal Engine 5.8 plugin: SignalNexus

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