Gameplay publishes once
Event.Combat.DamageApplied
One immutable payload contract, one correlation identity, one structured result.
Unreal Engine 5.8 · Code Plugin
From the makers of Rekall UE
Define an event once. Publish and listen from Blueprint or C++. Route it locally, across authority boundaries, into retained state, through bounded gameplay flows, and across a single correlated diagnostic timeline.
FDamagePayload
The platform
Rekall turns a simple global-event principle into a production architecture: definitions are compiled, payloads are exact, delivery is bounded, network intent is explicit, and every stage can be observed.
Event.Combat.DamageApplied
One immutable payload contract, one correlation identity, one structured result.
Immediate or scheduled phases
Survives World replacement
Authority-aware endpoints
Resume bounded orchestration
Query or explicit replay
Correlated delivery evidence
Blueprint-first authoring
Create a Blueprint Struct, point a Rekall Event Definition Data Asset at it, add the definition to a catalog, and use event-specific nodes with the exact payload type.
Actor Target
float Damage
GameplayTag DamageType
Tag Event.Combat.Damage
Payload ST_DamageApplied
Delivery Immediate
Execute
Damage Applied
Result
On Event
Damage Applied
Context
Mixed Blueprint / C++ teams
const FDamageApplied Payload{
.Target = Target,
.Damage = 42.0f
};
DamageApplied.Publish(World, Payload);
Delivery control
Every route is explicit, validated, and bounded. Definition defaults make common behavior effortless; per-publication overrides make exceptions honest.
World-local delivery or Game Instance continuity across World replacement.
Immediate, Next Tick, Pre Physics, Post Physics, or End Frame with stable priority ordering.
Broadcast, directed owner, local player, or gameplay-tag-query audience selection.
Keep latest, latest per audience, query explicitly, or replay to a live subscription.
Weak owners, call limits, move-only native handles, component cleanup, and safe mutation snapshots.
Certified POD payloads enter through a bounded arbitrary-thread queue and resolve on the game thread.
Secure event transport
Client-originated events enter through player-owned endpoints. The server resolves the live Core definition, applies the Network policy, checks direction, schema, rate and byte budgets, then republishes locally with authoritative context.
Rekall Flow
Compile event-driven orchestration into immutable, validated plans. Run them inside explicit instance, memory, iteration, history, and per-frame step budgets.
Rekall Insights
Accepted, queued, retained, networked, replayed, delivered, skipped, and Flow-transition records meet in one bounded timeline. Attempt and delivery identities make causality navigable.
Built for production pressure
Queues, retained entries, audience queries, snapshots, Flow instances, late-join state, and trace records all have explicit limits.
Deferred, retained, replayed, traced, and in-flight payloads participate in GC across every arbitrary callback boundary.
Subscription snapshots freeze membership. Reentrant sinks and providers are revalidated. Removed handles do not revive.
Blueprint and C++ callers get explicit status, diagnostic code, counts, attempt identity, and correlation—not ambiguous booleans.
Core, Network, and Flow ship as the runtime package. Editor nodes, Insights UI, tests, and QA definitions stay out of game receipts.
Data Assets compile into one validated registry. Defaults apply predictably and schema drift is rejected instead of coerced.
Where it fits
Author exact events visually and use typed nodes without learning a C++ event bus.
Use typed native facades, scoped RAII subscriptions, worker handoff, and extension interfaces.
Keep transport policy explicit and server-authoritative across listen and dedicated deployments.
Validate assets before cook and follow one correlation through routing, network, Flow, and replay.
Questions
Yes. Create a Blueprint Struct payload, a Rekall Event Definition Data Asset, and add it to a catalog. Definition-specific nodes expose that exact struct for publishing, listening, waiting, retained queries, replay, and network publication.
Yes. Core is a complete standalone local event platform. The Network module adds policy-driven transport when needed, and its standalone path bypasses RPCs while retaining contract validation.
Yes. Both surfaces resolve the same compiled definition and exact payload contract. Teams can choose the authoring environment that fits each system without building adapters.
The system is designed against that failure mode. Queues, retained state, thread handoff, network caches, trace capture, and Flow execution use explicit item, byte, step, or history budgets.
The installed customer plugin contains Core, Network, Flow, Editor, and Insights. Game, Client, and Server runtime receipts include Core plus the runtime features used by the project; Editor, Insights, automation tests, QA tags, and docs-test modules are excluded.
Launch pricing
For individual developers and qualifying teams under Fab’s Personal tier.
For studios and teams qualifying for Fab’s Professional tier.
Version 1.0.0 for UE 5.8 · Win64 Editor, Game, Shipping cook, and standalone/listen/dedicated runtime modes verified.