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.
- 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.Playerautomatically receivesEvent.Player.Spawns,Event.Player.Deaths, and any deeper child channel. - Middleware interceptors. Register an
ISignalNexusInterceptoron 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), andThrottled(rate-limited & coalesced per channel — perfect for noisy UI updates). - Self-contained. Depends only on
Core,CoreUObject,Engine,GameplayTags.
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);- Broadcast Signal — pick a
Channeltag, connect any struct to the wildcardValuepin, choose aPriority. - Subscribe To Signal — bind an event; it fires with the
Channeland aPayload. - Unpack Signal Payload — feed the
Payloadin and read your struct out of the wildcard pin (returnsfalseif the type doesn't match).
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.