Trigger Events when typing
Events are special tags that let you send messages (delegates with a FEventMarker parameter) to any listener, once the typewriter has reached a specific part of the text. (For this reason, events work only if the typewriter is enabled)

Overview
You can write events in your text by using rich text tags.
Formatting
Event’s messages are preceded by a question mark, like this: <?eventMessage>.
Example: To call an event named ‘shakeCamera’, write: <?shakeCamera>
👍🏻 An event can have any kind of tag, including built-in effect’s ones.
⚠️ Events are case sensitive. Writing
<?camshake>is not the same as writing<?camShake>. Be careful! (or use theFString.ToLower()method in your scripts to account for that.)
Parameters
Events can have one or multiple parameters (starting with the = sign for the first, and then separating the others with a comma ,), to allow you to send multiple data to your code or Blueprints.
One parameter:
<?eventID=parameter1>, will result in a message “eventID” and one parameter “parameter1”.Multiple parameters:
<?eventID=p1,p2>, will result in a message “eventID” and parameters “p1” and “p2”.
Listening to events from C++
The code that you want to listen for events/messages must subscribe to the FOnMessage delegate inside the UTypewriterCore class.
Example:
👍🏻 Note how the “message” string has no ‘<‘, ‘?’ and ‘>’ characters, but only contains the message.
Listening to events from Blueprints
Subscribing to events from Blueprints is also straightforward. Assuming you have a reference to an AnimTextBlock in one of your custom widgets, just bind an event to the OnMessage delegate of its typewriter on On Initialized and unbind it on Destruct.
Example:
