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Is it possible to deactivate Events?

Since 4.7 every newly created Blueprint starts with some preplaced Events. I don't know how this works, or if they are really deactivated but the Idea itself is really interesting. I often run into situations where I'd want the Event to have a different effect at a given time, or disable it completely. Of course I may check these things after the Event fired, but if I know the outcome already why would I check them again?

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asked Mar 11 '15 at 11:20 PM in Blueprint Scripting

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AlexW88
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What is the difference between a boolean variable called (Is Even Disabled or Is Event Enabled) and using branches / switches? Nothing.

But you can create custom events. You can bind and unbind them. It might be a solution?

Also if you don't need an event, just don't use it. It's that simple. :)

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answered Mar 11 '15 at 11:26 PM

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Azarus
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avatar image Kokuyouseki Apr 20 '19 at 08:49 AM

I just ran into a problem where it would be convenient to move a static mesh once it was touched but I don't need the event any more since it's a one-time thing. Seems like an overkill to create a copy of this actor without the event at the location I want to move this and destroy the original.

avatar image Nebula Games Inc Apr 20 '19 at 02:55 PM

You could use event dispatchers for that. They allow you to bind an event and then unbind the event when you no longer want it to fire. If you need help with figuring out how to use event dispatchers check out video #26 in the link below.

https://www.youtube.com/playlist?list=PLyu-W38DvZhqByAoeva1jewB5s78zQHIy

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